}
#endif
-#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Abort("GL backend function called when backend is not active");
+#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
void SCR_ScreenShot_f(cmd_state_t *cmd);
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= MAX_TEXTUREUNITS)
- Sys_Abort("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
// update array settings
// note: there is no need to check bufferobject here because all cases
// that involve a valid bufferobject also supply a texcoord array
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= MAX_TEXTUREUNITS)
- Sys_Abort("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
if (id == GL_TEXTURE_2D)
return unit->t2d;
if (id == GL_TEXTURE_3D)
gltextureunit_t *unit = gl_state.units + unitnum;
int texnum;
if (unitnum >= MAX_TEXTUREUNITS)
- Sys_Abort("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
switch(vid.renderpath)
{
case RENDERPATH_GL32: