ShaderProgram building bug fixed
authorYouri Sdobnikov <i.sdobnikov@samsung.com>
Thu, 28 Nov 2013 08:03:10 +0000 (10:03 +0200)
committerYouri Sdobnikov <i.sdobnikov@samsung.com>
Thu, 28 Nov 2013 08:03:10 +0000 (10:03 +0200)
Change-Id: I3f446aa2adfb04d9d5ca5807d5c587646beb1301
Signed-off-by: Youri Sdobnikov <i.sdobnikov@samsung.com>
src/ui/animations/FUiAnim_GlRenderManager.cpp
src/ui/animations/platform/FUiAnim_GlContext.cpp

index 87f5a34..251ca95 100644 (file)
@@ -1487,7 +1487,10 @@ _GlRenderManager::CommandHandlerBuildShaderProgram(_ShaderProgramImpl* pShaderPr
 {
        pShaderProgram->__program = __pGlContext->BuildShaderProgram(pShaderProgram->__vertexShader, pShaderProgram->__fragmentShader);
 
-       __pGlContext->GetShaderProgramInfo(pShaderProgram);
+       if (pShaderProgram->__program != 0)
+       {
+               __pGlContext->GetShaderProgramInfo(pShaderProgram);
+       }
 }
 
 void
index 08192f7..25ea573 100644 (file)
@@ -625,7 +625,9 @@ void
 _GlContext::GetShaderProgramInfo(_ShaderProgramImpl* pShaderProgram)
 {
        // Make custom uniform table
-       int numUniforms, length, size;
+       int numUniforms = 0;
+       int length = 0;
+       int size = 0;
        char name[30];          // TODO: check array size
        GLenum type;