DALI_LOG_ERROR("Failed to compile shader\n");
LogWithLineNumbers(src);
- Dali::Vector< char > szLog;
GLint nLength;
mGlAbstraction.GetShaderiv( shaderId, GL_INFO_LOG_LENGTH, &nLength);
if(nLength > 0)
{
+ Dali::Vector< char > szLog;
szLog.Reserve( nLength );
- mGlAbstraction.GetShaderInfoLog( shaderId, nLength, &nLength, &szLog[ 0 ] );
- DALI_LOG_ERROR( "Shader Compiler Error: %s\n", &szLog[ 0 ] );
+ mGlAbstraction.GetShaderInfoLog( shaderId, nLength, &nLength, szLog.Begin() );
+ DALI_LOG_ERROR( "Shader Compiler Error: %s\n", szLog.Begin() );
}
- throw DaliException( "Shader compilation failure", &szLog[ 0 ] );
+ DALI_ASSERT_ALWAYS( 0 && "Shader compilation failure" );
}
return compiled != 0;