diff --git a/examples/renderer/06-textures/textures.c b/examples/renderer/06-textures/textures.c index 9dea9a99ea..0c742bcb4d 100644 --- a/examples/renderer/06-textures/textures.c +++ b/examples/renderer/06-textures/textures.c @@ -40,14 +40,14 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D engines refer to these as "sprites." We'll do a static texture (upload once, draw many - times) with data from a bitmap file. */ + times) with data from a png file. */ /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. Load a .png into a surface, move it to a texture from there. */ SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */ surface = SDL_LoadPNG(png_path); if (!surface) { - SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); + SDL_Log("Couldn't load png: %s", SDL_GetError()); return SDL_APP_FAILURE; }