Fix crash with MSAA buffer generation when compiling in Debug on Windows

Cleanup of logging behavior
This commit is contained in:
Alexander Bock
2017-12-30 20:24:05 -05:00
parent 96e065ef08
commit 6089449bba
8 changed files with 11 additions and 13 deletions

View File

@@ -86,7 +86,7 @@ FramebufferRenderer::FramebufferRenderer()
FramebufferRenderer::~FramebufferRenderer() {}
void FramebufferRenderer::initialize() {
LINFO("Initializing FramebufferRenderer");
LDEBUG("Initializing FramebufferRenderer");
const GLfloat size = 1.0f;
const GLfloat vertex_data[] = {
@@ -590,7 +590,7 @@ void FramebufferRenderer::updateHDRData() {
}
void FramebufferRenderer::updateMSAASamplingPattern() {
LINFO("Updating MSAA Sampling Pattern");
LDEBUG("Updating MSAA Sampling Pattern");
const int GRIDSIZE = 32;
GLfloat step = 2.0f / static_cast<GLfloat>(GRIDSIZE);
@@ -1315,7 +1315,7 @@ void saveTextureToMemory(const GLenum color_buffer_attachment,
if (!memory.empty()) {
memory.clear();
}
memory.reserve(width * height * 3);
memory.resize(width * height * 3);
float *tempMemory = new float[width*height * 3];