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fized our error message make added a glDeleteProgram call when the application ends
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@ -125,6 +125,7 @@ void SdlWindow::run() {
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update();
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render();
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}
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glDeleteProgram(shader);
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}
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void SdlWindow::processEvents() {
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@ -225,7 +226,7 @@ unsigned int SdlWindow::compileShader(unsigned int type, const std::string& sour
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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char* message = (char*)alloca(length * sizeof(char)); //do i need to deallocate this??
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glGetShaderInfoLog(id, length, &length, message);
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std::cout << "Failed to compile" << (type == GL_VERTEX_SHADER ? "vertex":"fragment") << "shader" << std::endl; // print out what type of shader it is
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std::cout << "Failed to compile " << (type == GL_VERTEX_SHADER ? "vertex":"fragment") << " shader" << std::endl; // print out what type of shader it is
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std::cout << message << std::endl;
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glDeleteShader(id);
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return 0;
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