Fixed backslashes bug in idRenderProgManager::LoadGLSLShader()

This commit is contained in:
Robert Beckebans 2012-12-14 14:21:50 +01:00
parent 8c9a2d3e0b
commit 202c54ffff

View file

@ -3,6 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -1044,14 +1045,18 @@ GLuint idRenderProgManager::LoadGLSLShader( GLenum target, const char* name, idL
idStr outFileHLSL;
idStr outFileGLSL;
idStr outFileUniforms;
inFile.Format( "renderprogs\\%s", name );
// RB: replaced backslashes
inFile.Format( "renderprogs/%s", name );
inFile.StripFileExtension();
outFileHLSL.Format( "renderprogs\\glsl\\%s", name );
outFileHLSL.Format( "renderprogs/hlsl/%s", name );
outFileHLSL.StripFileExtension();
outFileGLSL.Format( "renderprogs\\glsl\\%s", name );
outFileGLSL.Format( "renderprogs/glsl/%s", name );
outFileGLSL.StripFileExtension();
outFileUniforms.Format( "renderprogs\\glsl\\%s", name );
outFileUniforms.Format( "renderprogs/glsl/%s", name );
outFileUniforms.StripFileExtension();
// RB end
if( target == GL_FRAGMENT_SHADER )
{
inFile += ".pixel";