should be able to debug OpenGL failures #ifndef _DEBUG now
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@ -1045,6 +1045,11 @@ int grDisplayGLError(const char* message)
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GLenum status;
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GLenum status;
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unsigned int error_index;
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unsigned int error_index;
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int failure;
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int failure;
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const short debug_setting = FindSystemSettingId("Debugger");
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const unsigned int Project64_debugging = GetSystemSetting(debug_setting);
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if (Project64_debugging == 0)
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return (failure = -1); /* error checking for errors: pj64 debug off */
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status = glGetError();
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status = glGetError();
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failure = 1;
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failure = 1;
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@ -1890,9 +1890,7 @@ void CALL UpdateScreen (void)
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if (fullscreen && (*gfx.VI_ORIGIN_REG > width))
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if (fullscreen && (*gfx.VI_ORIGIN_REG > width))
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update_screen_count++;
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update_screen_count++;
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#if defined(_DEBUG) || 0
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grDisplayGLError("UpdateScreen");
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grDisplayGLError("UpdateScreen");
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#endif
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#ifdef FPS
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#ifdef FPS
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// vertical interrupt has occurred, increment counter
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// vertical interrupt has occurred, increment counter
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