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authorraysan5 <raysan5@gmail.com>2014-06-09 16:33:53 +0200
committerraysan5 <raysan5@gmail.com>2014-06-09 16:33:53 +0200
commit8e186e840c7aa9dd79e447e1a67ac81d188bff2d (patch)
treec0f076fd1a0ed2689564c3e93008297414d4ff2a /src/rlgl.c
parenta42f8328b2b3e9fb87961536cfda370635fd6bb1 (diff)
downloadraylib-8e186e840c7aa9dd79e447e1a67ac81d188bff2d.tar.gz
raylib-8e186e840c7aa9dd79e447e1a67ac81d188bff2d.zip
Updated some comments
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 34b45ba2..313a2f1c 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -702,7 +702,7 @@ void rlglInit()
TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error));
}
- if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 initialized\n");
+ if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 initialized successfully\n");
// Print OpenGL and GLSL version
TraceLog(INFO, "Vendor: %s", glGetString(GL_VENDOR));
@@ -1029,7 +1029,7 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight)
// Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
#endif
- TraceLog(INFO, "OpenGL graphics device initialized");
+ TraceLog(INFO, "OpenGL Graphics Device initialized successfully");
}
// Convert image data to OpenGL texture (returns OpenGL valid Id)
@@ -1313,8 +1313,8 @@ static GLuint LoadDefaultShaders()
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
- TraceLog(INFO, "[ID %i] Default vertex shader compiled succesfully", vertexShader);
- TraceLog(INFO, "[ID %i] Default fragment shader compiled succesfully", fragmentShader);
+ TraceLog(INFO, "[ID %i] Default vertex shader compiled successfully", vertexShader);
+ TraceLog(INFO, "[ID %i] Default fragment shader compiled successfully", fragmentShader);
program = glCreateProgram();
@@ -1326,7 +1326,7 @@ static GLuint LoadDefaultShaders()
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
- TraceLog(INFO, "[ID %i] Default shader program loaded succesfully", program);
+ TraceLog(INFO, "[ID %i] Default shader program loaded successfully", program);
return program;
}
@@ -1355,8 +1355,8 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
- TraceLog(INFO, "[ID %i] Vertex shader compiled succesfully", vertexShader);
- TraceLog(INFO, "[ID %i] Fragment shader compiled succesfully", fragmentShader);
+ TraceLog(INFO, "[ID %i] Vertex shader compiled successfully", vertexShader);
+ TraceLog(INFO, "[ID %i] Fragment shader compiled successfully", fragmentShader);
program = glCreateProgram();
@@ -1368,7 +1368,7 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
- TraceLog(INFO, "[ID %i] Shader program loaded succesfully", program);
+ TraceLog(INFO, "[ID %i] Shader program loaded successfully", program);
return program;
}
@@ -1479,7 +1479,7 @@ static void InitializeVAOs()
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
- TraceLog(INFO, "[ID %i] Lines VAO successfully initialized", vaoLines);
+ TraceLog(INFO, "[ID %i] Lines VAO initialized successfully", vaoLines);
//--------------------------------------------------------------
// Initialize Triangles VAO
@@ -1500,7 +1500,7 @@ static void InitializeVAOs()
glEnableVertexAttribArray(colorLoc);
glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
- TraceLog(INFO, "[ID %i] Triangles VAO successfully initialized", vaoTriangles);
+ TraceLog(INFO, "[ID %i] Triangles VAO initialized successfully", vaoTriangles);
//--------------------------------------------------------------
// Initialize Quads VAO (Buffer A)
@@ -1530,7 +1530,7 @@ static void InitializeVAOs()
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
- TraceLog(INFO, "[ID %i] Quads VAO successfully initialized", vaoQuads);
+ TraceLog(INFO, "[ID %i] Quads VAO initialized successfully", vaoQuads);
#ifdef USE_VBO_DOUBLE_BUFFERS
// Initialize Quads VAO (Buffer B)