return;
}
+ // Ignore zero area viewports
+ if (width == 0 || height == 0) {
+ return;
+ }
+
// Check for bound framebuffer last, as this may have a performance impact.
GLint draw_framebuffer = 0;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw_framebuffer);
" -sb use a single buffer visual\n"
" -s PREFIX take snapshots; `-` for PNM stdout output\n"
" -S FREQUENCY snapshot frequency: frame (default), framebuffer, or draw\n"
- " -v verbose output\n"
+ " -v increase output verbosity\n"
" -D CALLNO dump state at specific call no\n"
" -w wait on final frame\n";
}