diff --git a/effects/lookingglass/lookingglass.cpp b/effects/lookingglass/lookingglass.cpp index 2a9019840b..5d4c8a7638 100644 --- a/effects/lookingglass/lookingglass.cpp +++ b/effects/lookingglass/lookingglass.cpp @@ -218,7 +218,6 @@ void LookingGlassEffect::prePaintScreen( ScreenPrePaintData& data, int time ) data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; // Start rendering to texture effects->pushRenderTarget(m_fbo); - checkGLError("push Render Target"); } effects->prePaintScreen( data, time ); @@ -240,24 +239,18 @@ void LookingGlassEffect::postPaintScreen() effects->postPaintScreen(); if (m_valid && m_enabled) { // Disable render texture - checkGLError("Before Pop Render Target"); GLRenderTarget* target = effects->popRenderTarget(); - checkGLError("Pop Render Target"); assert( target == m_fbo ); Q_UNUSED( target ); m_texture->bind(); - checkGLError("Bind Texture"); // Use the shader ShaderManager::instance()->pushShader(m_shader); m_shader->setUniform("u_zoom", (float)zoom); m_shader->setUniform("u_radius", (float)radius); - checkGLError("Bind Shader"); m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y())); m_vbo->render(GL_TRIANGLES); - checkGLError("Render VBO"); ShaderManager::instance()->popShader(); - checkGLError("Pop Shader"); m_texture->unbind(); } }