Esempio n. 1
0
	bool GLShader::ValidateCompile(GLuint shader)
	{
		GLint compiled;
		glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
		if (!compiled) {
			GLsizei length;
			glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);

			/*output shader log info*/
			GLchar* log = new GLchar[length + 1];
			glGetShaderInfoLog(shader, length, &length, log);
#ifdef UNICODE
			std::string log_text(log);
			UConverter converter;
			UString log_string = converter.from_bytes(log_text);
			DebugPrintF(log_string.c_str());
			std::cout << log << std::endl;
#else
			DebugPrintF(VTEXT("Shader Log: %s\n"),
				    log);
#endif
			delete[] log;

			return false;
		}


		return true;
	}
Esempio n. 2
0
	SDL_GW_Params GameConfig::ParseWindow(const XMLDOC& doc)
	{
		using namespace tinyxml2;

		SDL_GW_Params params;
		const XMLElement* gameElement = doc.FirstChildElement("game");
		const XMLElement* windowElement = gameElement->FirstChildElement("window");
#ifdef UNICODE /*this could change in future*/
		UConverter convert;
		params.title = convert.from_bytes(windowElement->Attribute("title"));
#else
		params.title = windowElement->Attribute("title");
#endif
		params.x = windowElement->IntAttribute("x");
		params.y = windowElement->IntAttribute("y");
		params.width = windowElement->IntAttribute("width");
		params.height = windowElement->IntAttribute("height");

       /* const XMLElement* rendererElement = gameElement->FirstChildElement("renderer");
        const char* renderer = rendererElement->Attribute("type");
        if (!strcmp(renderer, "DirectX"))
            params.renderer = SDL_GW_Renderer::OPENGL;
        else
            params.renderer = SDL_GW_Renderer::DIRECTX;*/

		return params;
	}
Esempio n. 3
0
 UString UStringFromCharArray(const char* data)
 {
     #ifdef VIX_SYS_WINDOWS
     UConverter cv;
     return cv.from_bytes(data);
     #else
     return UString(data);
     #endif
 }