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| author | raysan5 <raysan5@gmail.com> | 2014-06-09 16:33:53 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2014-06-09 16:33:53 +0200 |
| commit | 8e186e840c7aa9dd79e447e1a67ac81d188bff2d (patch) | |
| tree | c0f076fd1a0ed2689564c3e93008297414d4ff2a /src/rlgl.c | |
| parent | a42f8328b2b3e9fb87961536cfda370635fd6bb1 (diff) | |
| download | raylib-8e186e840c7aa9dd79e447e1a67ac81d188bff2d.tar.gz raylib-8e186e840c7aa9dd79e447e1a67ac81d188bff2d.zip | |
Updated some comments
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 22 |
1 files changed, 11 insertions, 11 deletions
@@ -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) |
