Searched refs:GL_NO_ERROR (Results 1 – 13 of 13) sorted by relevance
107 if (error != GL10.GL_NO_ERROR) { in deleteAll()111 assert error == GL10.GL_NO_ERROR; in deleteAll()135 if (error != GL10.GL_NO_ERROR) { in loadBitmap()139 assert error == GL10.GL_NO_ERROR; in loadBitmap()146 if (error != GL10.GL_NO_ERROR) { in loadBitmap()150 assert error == GL10.GL_NO_ERROR; in loadBitmap()176 if (error != GL10.GL_NO_ERROR) { in loadBitmap()180 assert error == GL10.GL_NO_ERROR; in loadBitmap()197 if (error != GL10.GL_NO_ERROR) { in loadBitmap()201 assert error == GL10.GL_NO_ERROR; in loadBitmap()
48 if (error != GL10.GL_NO_ERROR) { in checkError()53 assert error == GL10.GL_NO_ERROR; in checkError()
253 return GL_NO_ERROR; in GGLShaderAttach()260 if (GL_NO_ERROR != error) in ShaderAttach()610 return GL_NO_ERROR; in GGLShaderDetach()619 if (GL_NO_ERROR != error) in ShaderDetach()
26 if (GL_NO_ERROR == error) in gglError()
106 GLenum error = GL_NO_ERROR; in prepareVertexData()264 return GL_NO_ERROR; in prepareVertexData()
188 return GL_NO_ERROR; in prepareIndexData()
1969 if (err != GL_NO_ERROR) in applyVertexBuffer()1978 return GL_NO_ERROR; in applyVertexBuffer()1987 if (err == GL_NO_ERROR) in applyIndexBuffer()2584 if (err != GL_NO_ERROR) in drawArrays()2644 if (err != GL_NO_ERROR) in drawElements()2651 if (err != GL_NO_ERROR) in drawElements()2907 return GL_NO_ERROR; in getError()
2569 return GL_NO_ERROR; in glGetError()
736 if( gl_error != GL_NO_ERROR ) { in RunGLTest()
157 #define GL_NO_ERROR 0 macro
135 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { in checkGLError()726 if (error != GLES20.GL_NO_ERROR){ in onFrame()
2123 if (error != GL_NO_ERROR) { in checkGLImp()