gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
gl->glCompileShader(gld->vtx_shader);
gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg);
- printf("vertex shader info: %512s\n", msg);
+ printf("vertex shader info: %.512s\n", msg);
p = fragment_shader;
gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
gl->glCompileShader(gld->fgmt_shader);
gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg);
- printf("fragment shader info: %512s\n", msg);
+ printf("fragment shader info: %.512s\n", msg);
gld->program = gl->glCreateProgram();
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glLinkProgram(gld->program);
gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg);
- printf("info: %512s\n", msg);
+ printf("info: %.512s\n", msg);
gl->glUseProgram(gld->program);
gld->mvp_loc = gl->glGetUniformLocation(gld->program, "mvp");