mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 07:11:46 +00:00
Remove newlines from Rend2 error messages
This commit is contained in:
parent
eab1f9720a
commit
50e85b23b3
5 changed files with 27 additions and 27 deletions
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@ -3276,7 +3276,7 @@ void RE_LoadWorldMap( const char *name ) {
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byte *startMarker;
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if ( tr.worldMapLoaded ) {
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ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map\n" );
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ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map" );
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}
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// set default map light scale
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@ -393,7 +393,7 @@ static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long\n", name);
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ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name);
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}
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Q_strncpyz(program->name, name, sizeof(program->name));
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@ -867,7 +867,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp, GENERIC_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load generic shader!\n");
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ri.Error(ERR_FATAL, "Could not load generic shader!");
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}
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// There's actually no need to filter these out, since they'll
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@ -941,7 +941,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp, TEXTURECOLOR_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load texturecolor shader!\n");
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ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
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}
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GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
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@ -971,7 +971,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp, FOGPASS_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load fogpass shader!\n");
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ri.Error(ERR_FATAL, "Could not load fogpass shader!");
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}
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GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
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@ -1003,7 +1003,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp, DLIGHT_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load dlight shader!\n");
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ri.Error(ERR_FATAL, "Could not load dlight shader!");
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}
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GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4);
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@ -1166,7 +1166,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp, GENERIC_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load lightall shader!\n");
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ri.Error(ERR_FATAL, "Could not load lightall shader!");
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}
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GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
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@ -1219,7 +1219,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp, GENERIC_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load shadowfill shader!\n");
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ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
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}
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GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
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@ -1244,7 +1244,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp, PSHADOW_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load pshadow shader!\n");
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ri.Error(ERR_FATAL, "Could not load pshadow shader!");
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}
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GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
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@ -1270,7 +1270,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load down4x shader!\n");
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ri.Error(ERR_FATAL, "Could not load down4x shader!");
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}
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GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
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@ -1294,7 +1294,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp, TEXTURECOLOR_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load bokeh shader!\n");
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ri.Error(ERR_FATAL, "Could not load bokeh shader!");
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}
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GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
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@ -1319,7 +1319,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp, TEXTURECOLOR_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load tonemap shader!\n");
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ri.Error(ERR_FATAL, "Could not load tonemap shader!");
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}
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GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
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@ -1352,7 +1352,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load calclevels4x shader!\n");
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ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
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}
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GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
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@ -1390,7 +1390,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp, SHADOWMASK_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load shadowmask shader!\n");
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ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
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}
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GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, "u_ShadowMvp", GLSL_MAT16);
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@ -1426,7 +1426,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp, SSAO_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load ssao shader!\n");
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ri.Error(ERR_FATAL, "Could not load ssao shader!");
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}
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GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
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@ -1457,7 +1457,7 @@ void GLSL_InitGPUShaders(void)
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if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp, DEPTHBLUR_UNIFORM_COUNT))
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{
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ri.Error(ERR_FATAL, "Could not load depthBlur shader!\n");
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ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
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}
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GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
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@ -288,7 +288,7 @@ static void ComputeTexMatrix( shaderStage_t *pStage, int bundleNum, float *outma
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break;
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default:
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ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'\n", bundle->texMods[tm].type, tess.shader->name );
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ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'", bundle->texMods[tm].type, tess.shader->name );
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break;
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}
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}
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@ -393,7 +393,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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if(tess.numVertexes >= SHADER_MAX_VERTEXES)
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{
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ri.Error(ERR_DROP, "SHADER_MAX_VERTEXES hit in DrawSkySideVBO()\n");
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ri.Error(ERR_DROP, "SHADER_MAX_VERTEXES hit in DrawSkySideVBO()");
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}
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}
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}
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@ -404,7 +404,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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{
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if (tess.numIndexes + 6 >= SHADER_MAX_INDEXES)
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{
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ri.Error(ERR_DROP, "SHADER_MAX_INDEXES hit in DrawSkySideVBO()\n");
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ri.Error(ERR_DROP, "SHADER_MAX_INDEXES hit in DrawSkySideVBO()");
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}
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tess.indexes[tess.numIndexes++] = s + t * (maxs[0] - mins[0] + 1) + firstVertex;
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@ -49,11 +49,11 @@ VBO_t *R_CreateVBO(const char *name, byte * vertexes, int vertexesSize,
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "R_CreateVBO: \"%s\" is too long\n", name);
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ri.Error(ERR_DROP, "R_CreateVBO: \"%s\" is too long", name);
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}
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if ( tr.numVBOs == MAX_VBOS ) {
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ri.Error( ERR_DROP, "R_CreateVBO: MAX_VBOS hit\n");
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ri.Error( ERR_DROP, "R_CreateVBO: MAX_VBOS hit");
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}
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R_IssuePendingRenderCommands();
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@ -117,11 +117,11 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "R_CreateVBO2: \"%s\" is too long\n", name);
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ri.Error(ERR_DROP, "R_CreateVBO2: \"%s\" is too long", name);
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}
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if ( tr.numVBOs == MAX_VBOS ) {
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ri.Error( ERR_DROP, "R_CreateVBO2: MAX_VBOS hit\n");
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ri.Error( ERR_DROP, "R_CreateVBO2: MAX_VBOS hit");
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}
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R_IssuePendingRenderCommands();
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@ -466,11 +466,11 @@ IBO_t *R_CreateIBO(const char *name, byte * indexes, int indexesSize, v
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "R_CreateIBO: \"%s\" is too long\n", name);
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ri.Error(ERR_DROP, "R_CreateIBO: \"%s\" is too long", name);
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}
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if ( tr.numIBOs == MAX_IBOS ) {
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ri.Error( ERR_DROP, "R_CreateIBO: MAX_IBOS hit\n");
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ri.Error( ERR_DROP, "R_CreateIBO: MAX_IBOS hit");
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}
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R_IssuePendingRenderCommands();
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@ -534,11 +534,11 @@ IBO_t *R_CreateIBO2(const char *name, int numTriangles, srfTriangle_t *
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "R_CreateIBO2: \"%s\" is too long\n", name);
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ri.Error(ERR_DROP, "R_CreateIBO2: \"%s\" is too long", name);
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}
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if ( tr.numIBOs == MAX_IBOS ) {
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ri.Error( ERR_DROP, "R_CreateIBO2: MAX_IBOS hit\n");
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ri.Error( ERR_DROP, "R_CreateIBO2: MAX_IBOS hit");
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}
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R_IssuePendingRenderCommands();
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