forked from Mirrors/openclonk
GL: Avoid endless recursion via OpenGLDebugProc
When an error's log output is represented graphically the graphics operation can lead to another error (or the same error again), which will be logged graphically again and so forth, until stack overflow. So log to the log file only.Controls
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8ef6d65520
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0f65ab4b35
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@ -92,7 +92,7 @@ namespace
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const char *msg_type = MsgTypeToStr(type);
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const char *msg_severity = MsgSeverityToStr(severity);
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DebugLogF(" gl: %s severity %s %s: %s", msg_severity, msg_source, msg_type, message);
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LogSilentF(" gl: %s severity %s %s: %s", msg_severity, msg_source, msg_type, message);
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#ifdef USE_WIN32_WINDOWS
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if (IsDebuggerPresent() && severity == GL_DEBUG_SEVERITY_HIGH_ARB)
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BREAKPOINT_HERE;
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