|
From: Lasse Kärkkäi. <tr...@us...> - 2012-02-13 05:21:35
|
Author: Lasse Karkkainen <tro...@tr...>
Date: Mon Feb 13 07:19:32 2012 +0200
Attempt to improve glshader infolog printout.
- Ignore Radeon driver "all ok" messages (needs testing).
- Use the fine logging facility we have.
---
game/glshader.cc | 6 +++---
1 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/game/glshader.cc b/game/glshader.cc
index 25beb98..f17803b 100644
--- a/game/glshader.cc
+++ b/game/glshader.cc
@@ -35,9 +35,9 @@ void Shader::dumpInfoLog(GLuint id) {
if (glIsShader(id)) glGetShaderInfoLog(id, maxLength, &infologLength, infoLog);
else glGetProgramInfoLog(id, maxLength, &infologLength, infoLog);
- if (infologLength > 0) {
- std::cout << std::endl << "Errors in shader '" << name << "':\n";
- std::cout << infoLog << std::endl;
+ if (infologLength > 0 && infoLog != "Vertex shader(s) linked, fragment shader(s) linked, geometry shader(s) linked." /* What the Radeon drivers always say */) {
+ // FIXME: The logging facility probably won't handle this right, especially when infoLog contains many lines.
+ std::clog << "opengl/error: Shader " << name << ": " << infoLog << std::endl;
}
}
|