It may still be important to do this, if glGetError is ever used directly to check for errors. Errors that are normally caught by checkGLError would then be left for a later call to glGetError to pick up.
- Re: [4/4] WineD3D: Don't call glGetError if nobody is goi... Chris Robinson
- Re: [4/4] WineD3D: Don't call glGetError if nobody i... Stefan Dösinger