vg_shader *shader = vg_shaders.shaders[i];
if( !vg_shader_compile( shader ) )
- vg_fatal_exit_loop( "Failed to compile shader" );
+ vg_fatal_error( "Failed to compile shader" );
}
}
VG_STATIC void vg_shader_register( struct vg_shader *shader )
{
if( vg_shaders.count == vg_list_size(vg_shaders.shaders) )
- vg_fatal_exit_loop( "Too many shaders" );
+ vg_fatal_error( "Too many shaders" );
shader->compiled = 0;
shader->id = 0; /* TODO: make this an error shader */