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https://github.com/TorqueGameEngines/Torque3D.git
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Merge remote-tracking branch 'upstream/development' into STBImageLoading-PR
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commit
89a8a4d190
13 changed files with 243 additions and 159 deletions
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@ -1109,9 +1109,12 @@ bool GFXGLShader::initShader( const Torque::Path &file,
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return false;
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}
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if ( !_loadShaderFromStream( activeShader, file, &stream, macros ) )
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if (!_loadShaderFromStream(activeShader, file, &stream, macros))
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{
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if (smLogErrors)
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Con::errorf("GFXGLShader::initShader - unable to load shader from stream: '%s'.", file.getFullPath().c_str());
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return false;
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}
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GLint compile;
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glGetShaderiv(activeShader, GL_COMPILE_STATUS, &compile);
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@ -1119,17 +1122,13 @@ bool GFXGLShader::initShader( const Torque::Path &file,
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U32 logLength = 0;
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glGetShaderiv(activeShader, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
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GLint compileStatus = GL_TRUE;
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if ( logLength )
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{
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FrameAllocatorMarker fam;
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char* log = (char*)fam.alloc(logLength);
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glGetShaderInfoLog(activeShader, logLength, NULL, log);
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// Always print errors
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glGetShaderiv( activeShader, GL_COMPILE_STATUS, &compileStatus );
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if ( compileStatus == GL_FALSE )
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if (compile == GL_FALSE )
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{
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if ( smLogErrors )
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{
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@ -1141,7 +1140,7 @@ bool GFXGLShader::initShader( const Torque::Path &file,
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Con::warnf( "Program %s: %s", file.getFullPath().c_str(), log );
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}
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return compileStatus != GL_FALSE;
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return compile != GL_FALSE;
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}
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/// Returns our list of shader constants, the material can get this and just set the constants it knows about
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