Examples: imgui_imp_opengl3.cpp explicit casting for overly aggressive glbinding compatibility. (#2112) [@hesiod]

This commit is contained in:
omar 2018-10-06 11:35:05 +02:00
parent a3b0e0acfa
commit 02afbaeef0

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