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Throw a commented #define DEBUG_TEXTURE_NAMES into glbuild.h.
This is so that people know where to enable it. One day, all these debugging switches ought to go into the Makefiles in one form or another. git-svn-id: https://svn.eduke32.com/eduke32@2714 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -337,6 +337,8 @@ extern HGLRC (WINAPI * bwglCreateContextAttribsARB)(HDC hDC, HGLRC hShareContext
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void texdbg_bglGenTextures(GLsizei n, GLuint *textures, const char *srcfn);
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void texdbg_bglGenTextures(GLsizei n, GLuint *textures, const char *srcfn);
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void texdbg_bglDeleteTextures(GLsizei n, const GLuint *textures, const char *srcfn);
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void texdbg_bglDeleteTextures(GLsizei n, const GLuint *textures, const char *srcfn);
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//#define DEBUG_TEXTURE_NAMES
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# if defined DEBUGGINGAIDS && defined DEBUG_TEXTURE_NAMES
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# if defined DEBUGGINGAIDS && defined DEBUG_TEXTURE_NAMES
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# define bglGenTextures(numtexs, texnamear) texdbg_bglGenTextures(numtexs, texnamear, __FILE__)
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# define bglGenTextures(numtexs, texnamear) texdbg_bglGenTextures(numtexs, texnamear, __FILE__)
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# define bglDeleteTextures(numtexs, texnamear) texdbg_bglDeleteTextures(numtexs, texnamear, __FILE__)
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# define bglDeleteTextures(numtexs, texnamear) texdbg_bglDeleteTextures(numtexs, texnamear, __FILE__)
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