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opengl: Use gl.IsTexture and gl.IsFramebuffer
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6d5e09ad36
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@ -111,8 +111,8 @@ func (c *Context) Check() {
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
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t := gl.CreateTexture()
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t := gl.CreateTexture()
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if t.Value < 0 {
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if !gl.IsTexture(t) {
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return Texture{}, errors.New("opengl: glGenTexture failed")
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return Texture{}, errors.New("opengl: creating texture failed")
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}
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}
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gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
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gl.PixelStorei(mgl.UNPACK_ALIGNMENT, 4)
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gl.BindTexture(mgl.TEXTURE_2D, t)
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gl.BindTexture(mgl.TEXTURE_2D, t)
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@ -160,8 +160,8 @@ func (c *Context) BindZeroFramebuffer() {
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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f := gl.CreateFramebuffer()
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f := gl.CreateFramebuffer()
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if f.Value == 0 {
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if !gl.IsFramebuffer(f) {
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return Framebuffer{}, errors.New("opengl: creating framebuffer failed: gl.CreateFramebuffer must not return 0")
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return Framebuffer{}, errors.New("opengl: creating framebuffer failed: gl.IsFramebuffer returns false")
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}
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}
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gl.BindFramebuffer(mgl.FRAMEBUFFER, f)
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gl.BindFramebuffer(mgl.FRAMEBUFFER, f)
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