print shader source when it fails to compile
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@ -41,9 +41,15 @@ bool GLProgram::createv(const char *v_source, const char *f_source, va_list va)
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if (v_source == NULL || f_source == NULL)
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if (v_source == NULL || f_source == NULL)
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return false;
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return false;
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if (!m_v_shader.create(GL_VERTEX_SHADER, v_source))
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if (!m_v_shader.create(GL_VERTEX_SHADER, v_source))
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{
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cerr << "Failed vertex shader source:" << endl << v_source << endl;
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return false;
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return false;
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}
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if (!m_f_shader.create(GL_FRAGMENT_SHADER, f_source))
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if (!m_f_shader.create(GL_FRAGMENT_SHADER, f_source))
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{
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cerr << "Failed fragment shader source:" << endl << f_source << endl;
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return false;
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return false;
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}
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m_id = glCreateProgram();
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m_id = glCreateProgram();
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if (m_id <= 0)
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if (m_id <= 0)
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{
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{
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