Updated some comments

This commit is contained in:
raysan5
2014-06-09 16:33:53 +02:00
parent a42f8328b2
commit 8e186e840c
6 changed files with 57 additions and 57 deletions

View File

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