From ac661d85f3bbb2f5ebbfc6392a7afdcb8a4f2b90 Mon Sep 17 00:00:00 2001 From: Joey de Vries Date: Wed, 20 Jan 2021 16:22:44 +0100 Subject: [PATCH] Use unsigned ints for shader ids. --- .../2.2.hello_triangle_indexed/hello_triangle_indexed.cpp | 6 +++--- .../hello_triangle_exercise1.cpp | 6 +++--- .../hello_triangle_exercise2.cpp | 6 +++--- .../3.1.shaders_uniform/shaders_uniform.cpp | 6 +++--- .../3.2.shaders_interpolation/shaders_interpolation.cpp | 6 +++--- 5 files changed, 15 insertions(+), 15 deletions(-) diff --git a/src/1.getting_started/2.2.hello_triangle_indexed/hello_triangle_indexed.cpp b/src/1.getting_started/2.2.hello_triangle_indexed/hello_triangle_indexed.cpp index ffd8ef1..bb38f42 100644 --- a/src/1.getting_started/2.2.hello_triangle_indexed/hello_triangle_indexed.cpp +++ b/src/1.getting_started/2.2.hello_triangle_indexed/hello_triangle_indexed.cpp @@ -60,7 +60,7 @@ int main() // build and compile our shader program // ------------------------------------ // vertex shader - int vertexShader = glCreateShader(GL_VERTEX_SHADER); + unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // check for shader compile errors @@ -73,7 +73,7 @@ int main() std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // fragment shader - int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // check for shader compile errors @@ -84,7 +84,7 @@ int main() std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // link shaders - int shaderProgram = glCreateProgram(); + unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); diff --git a/src/1.getting_started/2.3.hello_triangle_exercise1/hello_triangle_exercise1.cpp b/src/1.getting_started/2.3.hello_triangle_exercise1/hello_triangle_exercise1.cpp index 3045b4c..889ff93 100644 --- a/src/1.getting_started/2.3.hello_triangle_exercise1/hello_triangle_exercise1.cpp +++ b/src/1.getting_started/2.3.hello_triangle_exercise1/hello_triangle_exercise1.cpp @@ -60,7 +60,7 @@ int main() // build and compile our shader program // ------------------------------------ // vertex shader - int vertexShader = glCreateShader(GL_VERTEX_SHADER); + unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // check for shader compile errors @@ -73,7 +73,7 @@ int main() std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // fragment shader - int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // check for shader compile errors @@ -84,7 +84,7 @@ int main() std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // link shaders - int shaderProgram = glCreateProgram(); + unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); diff --git a/src/1.getting_started/2.4.hello_triangle_exercise2/hello_triangle_exercise2.cpp b/src/1.getting_started/2.4.hello_triangle_exercise2/hello_triangle_exercise2.cpp index cf451b0..ba07656 100644 --- a/src/1.getting_started/2.4.hello_triangle_exercise2/hello_triangle_exercise2.cpp +++ b/src/1.getting_started/2.4.hello_triangle_exercise2/hello_triangle_exercise2.cpp @@ -60,7 +60,7 @@ int main() // build and compile our shader program // ------------------------------------ // vertex shader - int vertexShader = glCreateShader(GL_VERTEX_SHADER); + unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // check for shader compile errors @@ -73,7 +73,7 @@ int main() std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // fragment shader - int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // check for shader compile errors @@ -84,7 +84,7 @@ int main() std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // link shaders - int shaderProgram = glCreateProgram(); + unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); diff --git a/src/1.getting_started/3.1.shaders_uniform/shaders_uniform.cpp b/src/1.getting_started/3.1.shaders_uniform/shaders_uniform.cpp index 0644eb2..dde5a32 100644 --- a/src/1.getting_started/3.1.shaders_uniform/shaders_uniform.cpp +++ b/src/1.getting_started/3.1.shaders_uniform/shaders_uniform.cpp @@ -62,7 +62,7 @@ int main() // build and compile our shader program // ------------------------------------ // vertex shader - int vertexShader = glCreateShader(GL_VERTEX_SHADER); + unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // check for shader compile errors @@ -75,7 +75,7 @@ int main() std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // fragment shader - int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // check for shader compile errors @@ -86,7 +86,7 @@ int main() std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // link shaders - int shaderProgram = glCreateProgram(); + unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); diff --git a/src/1.getting_started/3.2.shaders_interpolation/shaders_interpolation.cpp b/src/1.getting_started/3.2.shaders_interpolation/shaders_interpolation.cpp index 9f7928b..4639be7 100644 --- a/src/1.getting_started/3.2.shaders_interpolation/shaders_interpolation.cpp +++ b/src/1.getting_started/3.2.shaders_interpolation/shaders_interpolation.cpp @@ -64,7 +64,7 @@ int main() // build and compile our shader program // ------------------------------------ // vertex shader - int vertexShader = glCreateShader(GL_VERTEX_SHADER); + unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); // check for shader compile errors @@ -77,7 +77,7 @@ int main() std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } // fragment shader - int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); // check for shader compile errors @@ -88,7 +88,7 @@ int main() std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } // link shaders - int shaderProgram = glCreateProgram(); + unsigned int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram);