Why glGetError calls?
Posted by aqd on Sep 12, 2014; 2:10pm
URL: https://forum.jogamp.org/Why-glGetError-calls-tp4033139.html
Hello jogl devs! Can someone explain to me why all the glGetError() calls in GLBufferObjectTracker and GLBufferStateTracker? Aren't glGetError() calls supposed to be expensive? And what's the point of checking unrecoverable error when buffers are created? Are they merely made for backward-compatibility (I saw comments about mesa, is it still alive?)
I turned it off in my own project and performance of drawing WorldWind annotations seems improving, jumped from 80+FPS to 130+FPS with several dozens of annotation labels.