void Shader::init(ShaderType t)
{
- compiled=false;
+ compiled = false;
if(t==FRAGMENT_SHADER)
- static RequireExtension _ext("GL_ARB_fragment_program");
+ static RequireExtension _ext("GL_ARB_fragment_shader");
else if(t==VERTEX_SHADER)
- static RequireExtension _ext("GL_ARB_vertex_program");
+ static RequireExtension _ext("GL_ARB_vertex_shader");
- id=glCreateShaderObjectARB(t);
+ id = glCreateShaderObjectARB(t);
}
Shader::~Shader()
glDeleteObjectARB(id);
}
-void Shader::source(sizei count, const char **str, const int *len)
+void Shader::source(unsigned count, const char **str, const int *len)
{
glShaderSourceARB(id, count, str, len);
}
void Shader::compile()
{
glCompileShaderARB(id);
- if(!(compiled=get_param(GL_COMPILE_STATUS)))
+ if(!(compiled = get_param(GL_COMPILE_STATUS)))
throw CompileError(get_info_log());
}
string Shader::get_info_log() const
{
- sizei len=get_param(GL_INFO_LOG_LENGTH);
+ GLsizei len = get_param(GL_INFO_LOG_LENGTH);
char log[len+1];
- glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
+ glGetInfoLogARB(id, len+1, &len, log);
return string(log, len);
}