- 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!
This commit is contained in:
Mark Vejvoda
2012-04-14 21:21:09 +00:00
parent ed201fa5d3
commit 8c0bf75bf5
117 changed files with 1760 additions and 1071 deletions

View File

@@ -10,12 +10,11 @@
// ==============================================================
#include "shader_manager.h"
#include <stdexcept>
#include "graphics_interface.h"
#include "graphics_factory.h"
#include "util.h"
#include "platform_util.h"
#include "leak_dumper.h"
using namespace Shared::Util;
@@ -37,13 +36,13 @@ void ShaderManager::init(){
for(unsigned int i=0; i<shaders.size(); ++i){
shaders[i]->init();
if(!shaders[i]->compile(logString)){
throw runtime_error("Can't compile shader\n");
throw megaglest_runtime_error("Can't compile shader\n");
}
}
for(unsigned int i=0; i<shaderPrograms.size(); ++i){
shaderPrograms[i]->init();
if(!shaderPrograms[i]->link(logString)){
throw runtime_error("Can't link shader\n");
throw megaglest_runtime_error("Can't link shader\n");
}
}
}