print "Width: {display.width}"
print "Height: {display.height}"
- assert_no_gl_error
+ assert glGetError == gl_NO_ERROR
assert gl.shader_compiler else print "Cannot compile shaders"
# GL program
program = new GLProgram
if not glIsProgram(program) then
print "Program is not ok: {glGetError.to_s}\nLog:"
- print program.info_log
+ print glGetProgramInfoLog(program)
abort
end
- assert_no_gl_error
+ assert glGetError == gl_NO_ERROR
# Vertex shader
vertex_shader = new GLVertexShader
}
"""@glsl_vertex_shader.to_cstring)
glCompileShader(vertex_shader)
- assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {vertex_shader.info_log} {program.info_log}"
- assert_no_gl_error
+ assert vertex_shader.is_compiled else print "Vertex shader compilation failed with: {glGetShaderInfoLog(vertex_shader)} {glGetProgramInfoLog(program)}"
+ assert glGetError == gl_NO_ERROR
# Fragment shader
fragment_shader = new GLFragmentShader
}
"""@glsl_fragment_shader.to_cstring)
glCompileShader(fragment_shader)
- assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {fragment_shader.info_log}"
- assert_no_gl_error
+ assert fragment_shader.is_compiled else print "Fragment shader compilation failed with: {glIsShader(fragment_shader)}"
+ assert glGetError == gl_NO_ERROR
# Attach to program
glAttachShader(program, vertex_shader)
glAttachShader(program, fragment_shader)
program.bind_attrib_location(0, "vPosition")
glLinkProgram program
- assert program.is_linked else print "Linking failed: {program.info_log}"
- assert_no_gl_error
+ assert program.is_linked else print "Linking failed: {glGetProgramInfoLog(program)}"
+ assert glGetError == gl_NO_ERROR
# Draw!
var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
if display != null then
glClearColor(t, t, t, 1.0)
- assert_no_gl_error
+ assert glGetError == gl_NO_ERROR
glViewport(0, 0, display.width, display.height)
glClear gl_COLOR_BUFFER_BIT
glUseProgram program