polymost.cpp/glsurface.cpp: Don't print shader compile status to the console on success.

git-svn-id: https://svn.eduke32.com/eduke32@6960 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
pogokeen 2018-07-30 23:01:48 +00:00
parent c536225555
commit eb964f15d8
2 changed files with 2 additions and 4 deletions

View file

@ -38,12 +38,11 @@ static GLuint compileShader(GLenum shaderType, const char* const source)
GLint compileStatus;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compileStatus);
OSD_Printf("Compile Status: %u\n", compileStatus);
if (!compileStatus)
{
GLint logLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
OSD_Printf("Compile Status: %u\n", compileStatus);
if (logLength > 0)
{
char *infoLog = (char*) Bmalloc(logLength);

View file

@ -440,12 +440,11 @@ static GLuint polymost2_compileShader(GLenum shaderType, const char* const sourc
GLint compileStatus;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compileStatus);
OSD_Printf("Compile Status: %u\n", compileStatus);
if (!compileStatus)
{
GLint logLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
OSD_Printf("Compile Status: %u\n", compileStatus);
if (logLength > 0)
{
char *infoLog = (char*) malloc(logLength);