switch(vid.renderpath)
{
+#ifndef USE_GLES2
case RENDERPATH_GL32:
// GL3.2 Core requires that we have a VAO bound - but using more than one has no performance benefit so this is just placeholder
qglGenVertexArrays(1, &gl_state.defaultvao);
qglBindVertexArray(gl_state.defaultvao);
// fall through
+#endif //USE_GLES2
case RENDERPATH_GLES2:
// fetch current fbo here (default fbo is not 0 on some GLES devices)
CHECKGLERROR
case RENDERPATH_GL32:
case RENDERPATH_GLES2:
// set up debug output early
+#ifdef DEBUGGL
if (vid.support.arb_debug_output)
{
GLuint unused = 0;
qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
}
+#endif //DEBUGGL
CHECKGLERROR
qglColorMask(1, 1, 1, 1);CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
if (mask & GL_DEPTH_BUFFER_BIT)
{
#ifdef USE_GLES2
- qglClearDepthf(depthvalue);CHECKGLERROR
+ //qglClearDepthf(depthvalue);CHECKGLERROR
#else
qglClearDepth(depthvalue);CHECKGLERROR
#endif