remove a lot of warnings (more todo in demos and serialization code)
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@@ -18,9 +18,7 @@ void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
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GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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{
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GLuint err;
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err = glGetError();
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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// Temporary Shader objects
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GLuint hVertexShader;
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@@ -37,7 +35,7 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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// Compile them
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glCompileShader(hVertexShader);
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err = glGetError();
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assert(glGetError()==GL_NO_ERROR);
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glGetShaderiv(hVertexShader, GL_COMPILE_STATUS, &testVal);
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if(testVal == GL_FALSE)
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@@ -52,10 +50,10 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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return (GLuint)NULL;
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}
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glCompileShader(hFragmentShader);
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err = glGetError();
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assert(glGetError()==GL_NO_ERROR);
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glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
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if(testVal == GL_FALSE)
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@@ -70,7 +68,7 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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return (GLuint)NULL;
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}
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assert(err==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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// Check for errors
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