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authordrumsetmonkey <abelleisle@roadrunner.com>2016-01-12 21:28:22 -0500
committerdrumsetmonkey <abelleisle@roadrunner.com>2016-01-12 21:28:22 -0500
commit9765c6303b763a60a2d917fc3c334b30e0fbbcfa (patch)
tree94f6a3278266ca352601d0ff131f0ff73e6d14d8 /main.cpp
parent599425c0380630197005c9ecc86604396d612f81 (diff)
Fixed nvidia GLSL bug
Diffstat (limited to 'main.cpp')
-rw-r--r--main.cpp54
1 files changed, 26 insertions, 28 deletions
diff --git a/main.cpp b/main.cpp
index 79c7250..c363875 100644
--- a/main.cpp
+++ b/main.cpp
@@ -341,43 +341,41 @@ int main(/*int argc, char *argv[]*/){
* Initializes our shaders so that the game has shadows.
*/
- #ifdef SHADERS
- std::cout << "Initializing shaders!" << std::endl;
+ std::cout << "Initializing shaders!" << std::endl;
- fragShader = glCreateShader(GL_FRAGMENT_SHADER);
+ fragShader = glCreateShader(GL_FRAGMENT_SHADER);
- std::string shaderFileContents = readFile("test.frag");
- const GLchar *shaderSource = shaderFileContents.c_str();
+ std::string shaderFileContents = readFile("test.frag");
+ const GLchar *shaderSource = shaderFileContents.c_str();
- GLint bufferln = GL_FALSE;
- int logLength;
+ GLint bufferln = GL_FALSE;
+ int logLength;
- glShaderSource(fragShader, 1, &shaderSource, NULL);
- glCompileShader(fragShader);
+ glShaderSource(fragShader, 1, &shaderSource, NULL);
+ glCompileShader(fragShader);
- glGetShaderiv(fragShader, GL_COMPILE_STATUS, &bufferln);
- glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength);
- std::vector<char>fragShaderError((logLength > 1) ? logLength : 1);
- glGetShaderInfoLog(fragShader, logLength, NULL, &fragShaderError[0]);
- std::cout << &fragShaderError[0] << std::endl;
-
- if(bufferln == GL_FALSE){
- std::cout << "Error compiling shader" << std::endl;
- }
+ glGetShaderiv(fragShader, GL_COMPILE_STATUS, &bufferln);
+ glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength);
+ std::vector<char>fragShaderError((logLength > 1) ? logLength : 1);
+ glGetShaderInfoLog(fragShader, logLength, NULL, &fragShaderError[0]);
+ std::cout << &fragShaderError[0] << std::endl;
+
+ if(bufferln == GL_FALSE){
+ std::cout << "Error compiling shader" << std::endl;
+ }
- shaderProgram = glCreateProgram();
- glAttachShader(shaderProgram, fragShader);
- glLinkProgram(shaderProgram);
- glValidateProgram(shaderProgram);
+ shaderProgram = glCreateProgram();
+ glAttachShader(shaderProgram, fragShader);
+ glLinkProgram(shaderProgram);
+ glValidateProgram(shaderProgram);
- glGetProgramiv(shaderProgram, GL_LINK_STATUS, &bufferln);
- glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &logLength);
- std::vector<char> programError( (logLength > 1) ? logLength : 1 );
- glGetProgramInfoLog(shaderProgram, logLength, NULL, &programError[0]);
- std::cout << &programError[0] << std::endl;
+ glGetProgramiv(shaderProgram, GL_LINK_STATUS, &bufferln);
+ glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &logLength);
+ std::vector<char> programError( (logLength > 1) ? logLength : 1 );
+ glGetProgramInfoLog(shaderProgram, logLength, NULL, &programError[0]);
+ std::cout << &programError[0] << std::endl;
- #endif //SHADERS
//glEnable(GL_DEPTH_TEST); //THIS DOESN'T WORK ON LINUX
glEnable(GL_MULTISAMPLE);