- Fixing wrong reference to shaderMap
ExecutionResult result = ExecutionSuccessRedraw;
// get shader by its ID
ExecutionResult result = ExecutionSuccessRedraw;
// get shader by its ID
- ShaderMap shaderMap = scene.m_shaderMap;
+ ShaderMap &shaderMap = scene.m_shaderMap;
ShaderMapIterator iter = shaderMap.find(m_shaderid);
ShaderMapIterator iterEnd = shaderMap.end();
ShaderMapIterator iter = shaderMap.find(m_shaderid);
ShaderMapIterator iterEnd = shaderMap.end();
Shader* shader = NULL;
// get shader by its ID
Shader* shader = NULL;
// get shader by its ID
- ShaderMap shaderMap = scene.m_shaderMap;
+ ShaderMap &shaderMap = scene.m_shaderMap;
ShaderMapIterator iter = shaderMap.find(m_shaderid);
ShaderMapIterator iterEnd = shaderMap.end();
if (iter != iterEnd)
ShaderMapIterator iter = shaderMap.find(m_shaderid);
ShaderMapIterator iterEnd = shaderMap.end();
if (iter != iterEnd)
prog = glCreateProgram();
if (prog==0)
{
prog = glCreateProgram();
if (prog==0)
{
+ LOG_DEBUG("RenderUtilShaderDebug","glError occured : " << glGetError());
LOG_DEBUG("RenderUtilShaderDebug","could not create prog, prog is 0");
}
LOG_DEBUG("RenderUtilShaderDebug","could not create prog, prog is 0");
}