Searched refs:GL_NO_ERROR (Results 1 – 15 of 15) sorted by relevance
53 #define GL_NO_ERROR 0 macro
250 return GL_NO_ERROR; in setActiveTextureUnit()335 return GL_NO_ERROR; in bindTexture()
257 return GL_NO_ERROR; in subUpdateBufferData()
74 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { in checkGlError()
77 if (error != GL_NO_ERROR) in checkGLErrors()
57 if (error != GL_NO_ERROR) in checkGLErrors()
48 if(err != GL_NO_ERROR) { in s_glGetError()49 ctx->setError(GL_NO_ERROR); in s_glGetError()606 if ((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR) { in s_glActiveTexture()622 if ((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR) { in s_glBindTexture()923 m_error = GL_NO_ERROR; in GLEncoder()
206 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { in checkGlError()
251 if (error != GL10.GL_NO_ERROR) { in checkGLError()
385 if (error != GL10.GL_NO_ERROR) { in checkGLError()
204 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { in checkGlError()
271 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { in checkGlError()
48 m_error = GL_NO_ERROR; in GL2Encoder()125 if(err != GL_NO_ERROR) { in s_glGetError()126 ctx->setError(GL_NO_ERROR); in s_glGetError()1003 SET_ERROR_IF((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR, err); in s_glActiveTexture()1015 SET_ERROR_IF((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR, err); in s_glBindTexture()
157 #define GL_NO_ERROR 0 macro
165 #define GL_NO_ERROR 0 macro