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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() { | |||||||
|     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; | ||||||
|   | |||||||
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