Clearify the program dump info a little.

Calling programs shaders was a little confusing when I use shader to refer
to the sub-programs (vertex and fragment shaders). Also, print the program
number as well.
This commit is contained in:
Bill Currie 2012-01-02 10:22:03 +09:00
parent 2ad5aa7aed
commit 7be08534be

View file

@ -264,7 +264,7 @@ dump_program (const char *name, int program)
dstring_adjust (pname);
qfglGetProgramiv(program, GL_ACTIVE_UNIFORMS, &count);
Sys_Printf("Shader %s has %i uniforms\n", name, count);
Sys_Printf("Program %s (%d) has %i uniforms\n", name, program, count);
for (ind = 0; ind < count; ind++) {
qfglGetActiveUniform(program, ind, pname->size, 0, &psize, &ptype,
pname->str);
@ -277,7 +277,7 @@ dump_program (const char *name, int program)
dstring_adjust (pname);
qfglGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &count);
Sys_Printf("Shader %s has %i attributes\n", name, count);
Sys_Printf("Program %s (%d) has %i attributes\n", name, program, count);
for (ind = 0; ind < count; ind++) {
qfglGetActiveAttrib(program, ind, pname->size, 0, &psize, &ptype,
pname->str);