Searched refs:GL_NO_ERROR (Results 1 – 9 of 9) sorted by relevance
56 #define GL_NO_ERROR 0 macro
333 return GL_NO_ERROR; in subUpdateBufferData()
844 return GL_NO_ERROR; in setActiveTextureUnit()955 return GL_NO_ERROR; in bindTexture()
54 if(err != GL_NO_ERROR) { in s_glGetError()55 ctx->setError(GL_NO_ERROR); in s_glGetError()651 if ((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR) { in s_glActiveTexture()667 if ((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR) { in s_glBindTexture()1031 m_error = GL_NO_ERROR; in GLEncoder()
78 m_error = GL_NO_ERROR; in GL2Encoder()384 if(err != GL_NO_ERROR) { in s_glGetError()386 ctx->setError(GL_NO_ERROR); in s_glGetError()391 return GL_NO_ERROR; in s_glGetError()413 if (guest_error == GL_NO_ERROR) { in ErrorUpdater()420 if (guest_error == GL_NO_ERROR) { in getHostErrorAndUpdate()450 if (hostError == GL_NO_ERROR && mTarget) { in ~ScopedQueryUpdate()2202 SET_ERROR_IF((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR, err); in s_glActiveTexture()2215 SET_ERROR_IF((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR, err); in s_glBindTexture()3517 *err_out = GL_NO_ERROR; in packVarNames()[all …]
165 #define GL_NO_ERROR 0 macro
137 #define GL_NO_ERROR 0 macro