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authorJukka Jylänki <jujjyl@gmail.com>2013-09-23 18:26:06 +0300
committerJukka Jylänki <jujjyl@gmail.com>2013-09-24 22:06:26 +0300
commit604c53552bd172ad0703600350577437a8001ef1 (patch)
treec6924b3aea8fe122a9681ab446f7472758a5d771 /src/settings.js
parent45f8f9c948c5548665438827e3d6b39a40eca06e (diff)
Add more validation to the GL layer when GL_ASSERTIONS is enabled. This catches and reports situations where user code passes nonexisting or deleted GL objects to texture/program/shader/framebuffer/renderbuffer functions, and yells out explicitly that the user code is not behaving properly.
Diffstat (limited to 'src/settings.js')
-rw-r--r--src/settings.js1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/settings.js b/src/settings.js
index 15bca4db..0daafa35 100644
--- a/src/settings.js
+++ b/src/settings.js
@@ -202,6 +202,7 @@ var SOCKET_WEBRTC = 0; // Select socket backend, either webrtc or websockets.
var OPENAL_DEBUG = 0; // Print out debugging information from our OpenAL implementation.
+var GL_ASSERTIONS = 0; // Adds extra checks for error situations in the GL library. Can impact performance.
var GL_DEBUG = 0; // Print out all calls into WebGL. As with LIBRARY_DEBUG, you can set a runtime
// option, in this case GL.debug.
var GL_TESTING = 0; // When enabled, sets preserveDrawingBuffer in the context, to allow tests to work (but adds overhead)