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
Fabian Pietsch 2015-05-28 02:17:21 +02:00 committed by Nicolas Hake
parent 8ef6d65520
commit 0f65ab4b35
1 changed files with 1 additions and 1 deletions

View File

@ -92,7 +92,7 @@ namespace
const char *msg_type = MsgTypeToStr(type);
const char *msg_severity = MsgSeverityToStr(severity);
DebugLogF(" gl: %s severity %s %s: %s", msg_severity, msg_source, msg_type, message);
LogSilentF(" gl: %s severity %s %s: %s", msg_severity, msg_source, msg_type, message);
#ifdef USE_WIN32_WINDOWS
if (IsDebuggerPresent() && severity == GL_DEBUG_SEVERITY_HIGH_ARB)
BREAKPOINT_HERE;