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- got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP - got better / more accurate stack dumps when we detect errors in game. - Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform. - BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
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@@ -13,7 +13,7 @@
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#include <stdexcept>
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#include <fstream>
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#include "platform_util.h"
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#include "leak_dumper.h"
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using namespace std;
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@@ -30,7 +30,7 @@ void ShaderSource::load(const string &path){
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//open file
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ifstream ifs(path.c_str());
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if(ifs.fail()){
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throw runtime_error("Can't open shader file: " + path);
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throw megaglest_runtime_error("Can't open shader file: " + path);
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}
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//read source
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