Чем проще кодовая база - тем проще её поддерживать

This commit is contained in:
DepressedTWM 2026-05-18 11:34:36 +04:00
parent 44f2ef26f6
commit ec0018ad76

View file

@ -69,13 +69,6 @@ static inline const char* glGetStringInt(GLenum name){
return (const char*) gl.GetString(name); return (const char*) gl.GetString(name);
} }
static void printGLInfo(){
Debug() << "[main.cpp] GL Vendor :" << glGetStringInt(GL_VENDOR);
Debug() << "[main.cpp] GL Renderer :" << glGetStringInt(GL_RENDERER);
Debug() << "[main.cpp] GL Version :" << glGetStringInt(GL_VERSION);
Debug() << "[main.cpp] GLSL Version :" << glGetStringInt(GL_SHADING_LANGUAGE_VERSION);
}
int rgssThreadFun(void *userdata){ int rgssThreadFun(void *userdata){
RGSSThreadData *threadData = static_cast<RGSSThreadData*>(userdata); RGSSThreadData *threadData = static_cast<RGSSThreadData*>(userdata);
const Config &conf = threadData->config; const Config &conf = threadData->config;
@ -113,7 +106,10 @@ int rgssThreadFun(void *userdata){
gl.Clear(GL_COLOR_BUFFER_BIT); gl.Clear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(win); SDL_GL_SwapWindow(win);
printGLInfo(); Debug() << "[main.cpp] GL Vendor :" << glGetStringInt(GL_VENDOR);
Debug() << "[main.cpp] GL Renderer :" << glGetStringInt(GL_RENDERER);
Debug() << "[main.cpp] GL Version :" << glGetStringInt(GL_VERSION);
Debug() << "[main.cpp] GLSL Version :" << glGetStringInt(GL_SHADING_LANGUAGE_VERSION);
bool vsync = conf.vsync || conf.syncToRefreshrate; bool vsync = conf.vsync || conf.syncToRefreshrate;
SDL_GL_SetSwapInterval(vsync ? 1 : 0); SDL_GL_SetSwapInterval(vsync ? 1 : 0);