mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-28 05:58:30 +00:00
Updated some comments
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22
src/rlgl.c
22
src/rlgl.c
@@ -702,7 +702,7 @@ void rlglInit()
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TraceLog(ERROR, "Failed to initialize GLEW - Error Code: %s\n", glewGetErrorString(error));
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}
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if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 initialized\n");
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if (glewIsSupported("GL_VERSION_3_3")) TraceLog(INFO, "OpenGL 3.3 initialized successfully\n");
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// Print OpenGL and GLSL version
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TraceLog(INFO, "Vendor: %s", glGetString(GL_VENDOR));
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@@ -1029,7 +1029,7 @@ void rlglInitGraphicsDevice(int fbWidth, int fbHeight)
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// Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
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#endif
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TraceLog(INFO, "OpenGL graphics device initialized");
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TraceLog(INFO, "OpenGL Graphics Device initialized successfully");
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}
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// Convert image data to OpenGL texture (returns OpenGL valid Id)
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@@ -1313,8 +1313,8 @@ static GLuint LoadDefaultShaders()
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glCompileShader(vertexShader);
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glCompileShader(fragmentShader);
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TraceLog(INFO, "[ID %i] Default vertex shader compiled succesfully", vertexShader);
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TraceLog(INFO, "[ID %i] Default fragment shader compiled succesfully", fragmentShader);
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TraceLog(INFO, "[ID %i] Default vertex shader compiled successfully", vertexShader);
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TraceLog(INFO, "[ID %i] Default fragment shader compiled successfully", fragmentShader);
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program = glCreateProgram();
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@@ -1326,7 +1326,7 @@ static GLuint LoadDefaultShaders()
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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TraceLog(INFO, "[ID %i] Default shader program loaded succesfully", program);
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TraceLog(INFO, "[ID %i] Default shader program loaded successfully", program);
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return program;
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}
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@@ -1355,8 +1355,8 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
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glCompileShader(vertexShader);
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glCompileShader(fragmentShader);
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TraceLog(INFO, "[ID %i] Vertex shader compiled succesfully", vertexShader);
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TraceLog(INFO, "[ID %i] Fragment shader compiled succesfully", fragmentShader);
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TraceLog(INFO, "[ID %i] Vertex shader compiled successfully", vertexShader);
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TraceLog(INFO, "[ID %i] Fragment shader compiled successfully", fragmentShader);
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program = glCreateProgram();
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@@ -1368,7 +1368,7 @@ static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName)
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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TraceLog(INFO, "[ID %i] Shader program loaded succesfully", program);
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TraceLog(INFO, "[ID %i] Shader program loaded successfully", program);
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return program;
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}
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@@ -1479,7 +1479,7 @@ static void InitializeVAOs()
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glEnableVertexAttribArray(colorLoc);
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glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
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TraceLog(INFO, "[ID %i] Lines VAO successfully initialized", vaoLines);
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TraceLog(INFO, "[ID %i] Lines VAO initialized successfully", vaoLines);
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//--------------------------------------------------------------
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// Initialize Triangles VAO
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@@ -1500,7 +1500,7 @@ static void InitializeVAOs()
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glEnableVertexAttribArray(colorLoc);
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glVertexAttribPointer(colorLoc, 4, GL_FLOAT, 0, 0, 0);
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TraceLog(INFO, "[ID %i] Triangles VAO successfully initialized", vaoTriangles);
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TraceLog(INFO, "[ID %i] Triangles VAO initialized successfully", vaoTriangles);
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//--------------------------------------------------------------
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// Initialize Quads VAO (Buffer A)
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@@ -1530,7 +1530,7 @@ static void InitializeVAOs()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadsBuffer[3]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
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TraceLog(INFO, "[ID %i] Quads VAO successfully initialized", vaoQuads);
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TraceLog(INFO, "[ID %i] Quads VAO initialized successfully", vaoQuads);
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#ifdef USE_VBO_DOUBLE_BUFFERS
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// Initialize Quads VAO (Buffer B)
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