Am Tuesday 14 July 2009 23:42:25 schrieb Chris Robinson:
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.
Whenever we're using glGetError for making a decision, e.g. in VBO creation, we're clearing the errors with while(glGetError()); before calling the function we want to check for failures. If any code in wined3d depends on a checkGLcall that code is broken