Examples: imgui_imp_opengl3.cpp explicit casting for overly aggressive glbinding compatibility. (#2112) [@hesiod]

docking
omar 6 years ago
parent a3b0e0acfa
commit 02afbaeef0

@ -312,7 +312,7 @@ static bool CheckShader(GLuint handle, const char* desc)
GLint status = 0, log_length = 0; GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if (status == GL_FALSE) if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
if (log_length > 0) if (log_length > 0)
{ {
@ -321,7 +321,7 @@ static bool CheckShader(GLuint handle, const char* desc)
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin()); fprintf(stderr, "%s\n", buf.begin());
} }
return status == GL_TRUE; return (GLboolean)status == GL_TRUE;
} }
// If you get an error please report on github. You may try different GL context version or GLSL version. // If you get an error please report on github. You may try different GL context version or GLSL version.

Loading…
Cancel
Save