diff options
| author | Riley Beckett <rbeckettvt@gmail.com> | 2025-10-18 13:58:08 -0400 |
|---|---|---|
| committer | Riley Beckett <rbeckettvt@gmail.com> | 2025-10-18 13:58:08 -0400 |
| commit | 6093d0bc24fb4a89873b6f68ce3f3ad1958bdde0 (patch) | |
| tree | 57c417c89ff1ddd03a005ca66cf889abfd9b33a5 /shader.c | |
| parent | eb62e6d21d6492d6e7d4894bd0298ad85c0b8a0a (diff) | |
add verbose
Diffstat (limited to 'shader.c')
| -rw-r--r-- | shader.c | 6 |
1 files changed, 3 insertions, 3 deletions
@@ -14,7 +14,7 @@ GLuint createShader(const char *vertexCode, const char *fragmentCode) { glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertex, 512, NULL, infoLog); - fprintf(stderr, "ERROR: Failed to compile vertex shader: %s\n", infoLog); + fprintf(stderr, "ERROR: Failed to compile vertex shader: %s\n", infoLog); } fragment = glCreateShader(GL_FRAGMENT_SHADER); @@ -24,7 +24,7 @@ GLuint createShader(const char *vertexCode, const char *fragmentCode) { glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragment, 512, NULL, infoLog); - fprintf(stderr, "ERROR: Failed to compile fragment shader: %s\n", infoLog); + fprintf(stderr, "ERROR: Failed to compile fragment shader: %s\n", infoLog); } GLuint ShaderProgram = glCreateProgram(); @@ -34,7 +34,7 @@ GLuint createShader(const char *vertexCode, const char *fragmentCode) { glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &success); if (!success) { - fprintf(stderr, "Failed to link shaders\n"); + fprintf(stderr, "Failed to link shaders\n"); } glDeleteShader(vertex); |
