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graphics: Better error messages for framebuffer creation
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8d4ca8f8a9
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@ -132,8 +132,15 @@ func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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gl.BindFramebuffer(gl.FRAMEBUFFER, f)
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, uint32(texture), 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return 0, errors.New("creating framebuffer failed")
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s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if s != gl.FRAMEBUFFER_COMPLETE {
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if s != 0 {
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return 0, errors.New(fmt.Sprintf("creating framebuffer failed: %d", s))
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}
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if e := gl.GetError(); e != gl.NO_ERROR {
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return 0, errors.New(fmt.Sprintf("creating framebuffer failed: (glGetError) %d", e))
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}
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return 0, errors.New(fmt.Sprintf("creating framebuffer failed: unknown error"))
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}
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return Framebuffer(f), nil
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@ -195,8 +195,9 @@ func (c *Context) NewFramebuffer(t Texture) (Framebuffer, error) {
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c.bindFramebuffer(Framebuffer{f})
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gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t.Object, 0)
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if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
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return Framebuffer{nil}, errors.New("creating framebuffer failed")
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s := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
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if s != gl.FRAMEBUFFER_COMPLETE {
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return Framebuffer{nil}, errors.New(fmt.Sprintf("creating framebuffer failed: %d", s))
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}
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return Framebuffer{f}, nil
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