}
}
-void GLContext::EnableDepthTest() {
+void GLContext::EnableDepthTest() noexcept {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
}
-void GLContext::EnableBackfaceCulling() {
+void GLContext::EnableBackfaceCulling() noexcept {
glEnable(GL_CULL_FACE);
}
-void GLContext::Clear() {
+void GLContext::Clear() noexcept {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
-void GLContext::ClearDepthBuffer() {
+void GLContext::ClearDepthBuffer() noexcept {
glClear(GL_DEPTH_BUFFER_BIT);
}