From 0a63fc06246a3868e11741cd3682accc069ba868 Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Tue, 27 Mar 2018 19:39:35 -0700 Subject: Added shader name output when shader compilation fails --- Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Graphics/GraphicsEngineOpenGL') diff --git a/Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp b/Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp index dad50a0c..7b9d93ac 100644 --- a/Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp +++ b/Graphics/GraphicsEngineOpenGL/src/ShaderGLImpl.cpp @@ -285,7 +285,7 @@ ShaderGLImpl::ShaderGLImpl(IReferenceCounters *pRefCounters, RenderDeviceGLImpl FullSource.append(str); std::stringstream ErrorMsgSS; - ErrorMsgSS << "Failed to compile shader file \""<< (CreationAttribs.FilePath != nullptr ? CreationAttribs.FilePath : "") << '\"' << std::endl; + ErrorMsgSS << "Failed to compile shader file \""<< (CreationAttribs.Desc.Name != nullptr ? CreationAttribs.Desc.Name : "") << '\"' << std::endl; int infoLogLen = 0; // The function glGetShaderiv() tells how many bytes to allocate; the length includes the NULL terminator. glGetShaderiv(ShaderObj, GL_INFO_LOG_LENGTH, &infoLogLen); -- cgit v1.2.3