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Examples: imgui_imp_opengl3.cpp explicit casting for overly aggressive glbinding compatibility. (#2112) [@hesiod]
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@ -312,7 +312,7 @@ static bool CheckShader(GLuint handle, const char* desc)
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GLint status = 0, log_length = 0;
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glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
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glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE)
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if ((GLboolean)status == GL_FALSE)
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
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if (log_length > 0)
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{
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@ -321,7 +321,7 @@ static bool CheckShader(GLuint handle, const char* desc)
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glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
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fprintf(stderr, "%s\n", buf.begin());
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}
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return status == GL_TRUE;
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return (GLboolean)status == GL_TRUE;
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}
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// If you get an error please report on github. You may try different GL context version or GLSL version.
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