lib/glesv2 & gamnit: update examples
[nit.git] / lib / gamnit / examples / triangle / src / portable_triangle.nit
index 624ec47..8903c9c 100644 (file)
@@ -49,17 +49,17 @@ redef class App
                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
@@ -72,8 +72,8 @@ redef class App
                }
                """@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
@@ -86,16 +86,16 @@ redef class App
                }
                """@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]
@@ -111,7 +111,7 @@ redef class App
                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