fized our error message make added a glDeleteProgram call when the application ends

This commit is contained in:
MichaelFisher1997 2025-01-06 18:38:21 +00:00
parent 087343599c
commit dcfd6031d7

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