Use PrintError instead of ShowMessageBox

This commit is contained in:
Clownacy 2020-09-10 17:48:21 +01:00
parent b065882f24
commit 0fa538732d

View file

@ -261,9 +261,9 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_status);
if (shader_status != GL_TRUE)
{
char buffer[0x200];
char buffer[0x400];
glGetShaderInfoLog(vertex_shader, sizeof(buffer), NULL, buffer);
Backend_ShowMessageBox("Vertex shader error", buffer);
Backend_PrintError("Vertex shader error: %s", buffer);
return 0;
}
@ -279,7 +279,7 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
{
char buffer[0x400];
glGetShaderInfoLog(fragment_shader, sizeof(buffer), NULL, buffer);
Backend_ShowMessageBox("Fragment shader error", buffer);
Backend_PrintError("Fragment shader error: %s", buffer);
return 0;
}
@ -296,7 +296,7 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
{
char buffer[0x400];
glGetProgramInfoLog(program_id, sizeof(buffer), NULL, buffer);
Backend_ShowMessageBox("Shader linker error", buffer);
Backend_PrintError("Shader linker error: %s", buffer);
return 0;
}