if(nLength > 0)
{
Dali::Vector< char > szLog;
- szLog.Reserve( nLength );
+ szLog.Resize( nLength );
mGlAbstraction.GetShaderInfoLog( shaderId, nLength, &nLength, szLog.Begin() );
DALI_LOG_ERROR( "Shader Compiler Error: %s\n", szLog.Begin() );
}
{
DALI_LOG_ERROR("Shader failed to link \n");
- char* szLog = NULL;
GLint nLength;
mGlAbstraction.GetProgramiv( mProgramId, GL_INFO_LOG_LENGTH, &nLength);
if(nLength > 0)
{
- szLog = new char[ nLength ];
- mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog );
- DALI_LOG_ERROR( "Shader Link Error: %s\n", szLog );
- delete [] szLog;
+ Dali::Vector< char > szLog;
+ szLog.Resize( nLength );
+ mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog.Begin() );
+ DALI_LOG_ERROR( "Shader Link Error: %s\n", szLog.Begin() );
}
- DALI_ASSERT_DEBUG(0);
+ DALI_ASSERT_ALWAYS( 0 && "Shader linking failure" );
}
mLinked = linked != GL_FALSE;