Fix panic! warnings in integration_opengl example
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parent
9567808636
commit
f1f58b2a8a
2 changed files with 8 additions and 2 deletions
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@ -19,18 +19,23 @@ pub fn main() {
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env_logger::init();
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env_logger::init();
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let (gl, event_loop, windowed_context, shader_version) = {
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let (gl, event_loop, windowed_context, shader_version) = {
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let el = glutin::event_loop::EventLoop::new();
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let el = glutin::event_loop::EventLoop::new();
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let wb = glutin::window::WindowBuilder::new()
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let wb = glutin::window::WindowBuilder::new()
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.with_title("OpenGL integration example")
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.with_title("OpenGL integration example")
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.with_inner_size(glutin::dpi::LogicalSize::new(1024.0, 768.0));
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.with_inner_size(glutin::dpi::LogicalSize::new(1024.0, 768.0));
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let windowed_context = glutin::ContextBuilder::new()
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let windowed_context = glutin::ContextBuilder::new()
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.with_vsync(true)
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.with_vsync(true)
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.build_windowed(wb, &el)
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.build_windowed(wb, &el)
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.unwrap();
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.unwrap();
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unsafe {
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unsafe {
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let windowed_context = windowed_context.make_current().unwrap();
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let windowed_context = windowed_context.make_current().unwrap();
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let gl = glow::Context::from_loader_function(|s| {
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let gl = glow::Context::from_loader_function(|s| {
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windowed_context.get_proc_address(s) as *const _
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windowed_context.get_proc_address(s) as *const _
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});
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});
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// Enable auto-conversion from/to sRGB
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// Enable auto-conversion from/to sRGB
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gl.enable(glow::FRAMEBUFFER_SRGB);
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gl.enable(glow::FRAMEBUFFER_SRGB);
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@ -40,6 +45,7 @@ pub fn main() {
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// Disable multisampling by default
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// Disable multisampling by default
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gl.disable(glow::MULTISAMPLE);
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gl.disable(glow::MULTISAMPLE);
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(gl, el, windowed_context, "#version 410")
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(gl, el, windowed_context, "#version 410")
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}
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}
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};
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};
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@ -52,7 +52,7 @@ impl Scene {
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);
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);
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gl.compile_shader(shader);
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gl.compile_shader(shader);
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if !gl.get_shader_compile_status(shader) {
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if !gl.get_shader_compile_status(shader) {
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panic!(gl.get_shader_info_log(shader));
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panic!("{}", gl.get_shader_info_log(shader));
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}
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}
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gl.attach_shader(program, shader);
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gl.attach_shader(program, shader);
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shaders.push(shader);
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shaders.push(shader);
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@ -60,7 +60,7 @@ impl Scene {
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gl.link_program(program);
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gl.link_program(program);
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if !gl.get_program_link_status(program) {
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if !gl.get_program_link_status(program) {
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panic!(gl.get_program_info_log(program));
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panic!("{}", gl.get_program_info_log(program));
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}
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}
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for shader in shaders {
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for shader in shaders {
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