static GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
{
GLint shader = glCreateShader( gliShaderType );
+
+ if( shader == GL_NONE )
+ {
+ vg_error( "Could not 'glCreateShader()'\n" );
+ return 0;
+ }
+
glShaderSource( shader, 2, (const char *[2]){ vg_shader_gl_ver, src }, NULL );
glCompileShader( shader );
- int success;
- char infoLog[512];
- glGetShaderiv( shader, GL_COMPILE_STATUS, &success );
+ GLint status;
+ glGetShaderiv( shader, GL_COMPILE_STATUS, &status );
- if( !success )
+ if( status != GL_TRUE )
{
- glGetShaderInfoLog( shader, 512, NULL, infoLog );
- vg_error( "Error info:\n%s\n", infoLog );
+ GLchar info[1024];
+ GLsizei len;
+
+ glGetShaderInfoLog( shader, sizeof(info), &len, info );
+ vg_error( "Error info:\n%s\n", info );
return 0;
}