More WIN32 fixes.
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@@ -245,7 +245,7 @@ void _wglGetLastError()
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0,
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NULL);
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SG_LOG(SG_GL, SG_ALERT, "RenderTexture Win32 Error %d: %s", err, lpMsgBuf);
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SG_LOG(SG_GL, SG_ALERT, "RenderTexture Win32 Error " << err << ":" << lpMsgBuf);
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LocalFree( lpMsgBuf );
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break;
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}
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@@ -447,14 +447,13 @@ bool RenderTexture::Initialize(int width, int height,
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? (value?true:false) : false;
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#if defined(_DEBUG) | defined(DEBUG)
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SG_LOG(SG_GL, SG_ALERT, "Created a %dx%d RenderTexture with BPP(%d, %d, %d, %d)",
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_iWidth, _iHeight,
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_iNumColorBits[0], _iNumColorBits[1],
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_iNumColorBits[2], _iNumColorBits[3]);
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if (_iNumDepthBits) SG_LOG(SG_GL, SG_ALERT, " depth=%d", _iNumDepthBits);
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if (_iNumStencilBits) SG_LOG(SG_GL, SG_ALERT, " stencil=%d", _iNumStencilBits);
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SG_LOG(SG_GL, SG_ALERT, "Created a " << _iWidth << "x" << _iHeight <<
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" RenderTexture with BPP(" <<
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_iNumColorBits[0] << "," << _iNumColorBits[1] << "," <<
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_iNumColorBits[2] << "," << _iNumColorBits[3] << ")");
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if (_iNumDepthBits) SG_LOG(SG_GL, SG_ALERT, " depth=" << _iNumDepthBits);
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if (_iNumStencilBits) SG_LOG(SG_GL, SG_ALERT, " stencil=" << _iNumStencilBits);
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if (_bDoubleBuffered) SG_LOG(SG_GL, SG_ALERT, " double buffered");
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SG_LOG(SG_GL, SG_ALERT, "");
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#endif
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#elif defined( __APPLE__ )
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@@ -1224,7 +1223,7 @@ void RenderTexture::_ParseModeString(const char *modeString,
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_iNumComponents++;
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continue;
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}
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else if (kv.first == "r")
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else if (kv.first == "r")
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SG_LOG(SG_GL, SG_ALERT,
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"RenderTexture Warning: mistake in components definition "
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"(r + " << _iNumComponents << ").");
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@@ -1591,7 +1590,7 @@ void RenderTexture::_ParseModeString(const char *modeString,
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default:
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SG_LOG(SG_GL, SG_ALERT,
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"RenderTexture Warning: Bad number of components "
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"(r=1,rg=2,rgb=3,rgba=4): %d.",
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"(r=1,rg=2,rgb=3,rgba=4): " <<
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_iNumComponents);
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break;
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}
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@@ -1639,7 +1638,7 @@ void RenderTexture::_ParseModeString(const char *modeString,
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default:
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SG_LOG(SG_GL, SG_ALERT,
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"RenderTexture Warning: Bad number of components "
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"(r=1,rg=2,rgb=3,rgba=4): %d.", _iNumComponents);
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"(r=1,rg=2,rgb=3,rgba=4): " << _iNumComponents);
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break;
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}
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}
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