New file API and improved platform layer
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@ -4,7 +4,7 @@ gb single-file public domain libraries for C & C++
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library | latest version | category | description
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----------------|----------------|----------|-------------
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**gb.h** | 0.15a | misc | Helper library (Standard library _improvement_)
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**gb.h** | 0.16 | misc | Helper library (Standard library _improvement_)
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**gb_math.h** | 0.06c | math | Vector math library geared towards game development
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**gb_gl.h** | 0.04c | graphics | OpenGL Helper Library
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**gb_string.h** | 0.95 | strings | A better string library (this is built into gb.h too with custom allocator support!)
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6
gb_gl.h
6
gb_gl.h
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@ -283,7 +283,7 @@ i32 const GBGL_INTERNAL_TEXTURE_FORMAT_F32[4] = { GL_R32F, GL_RG32F, GL_RGB32F
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gb_inline i32
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gbgl__get_texture_format(gbglBufferDataType data_type, i32 channel_count)
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{
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GB_ASSERT(channel_count >= 1 && channel_count <= 4);
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GB_ASSERT(gb_is_between(channel_count, 1, 4));
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switch (data_type) {
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case GBGL_BDT_U8: return GBGL_INTERNAL_TEXTURE_FORMAT_U8[channel_count-1];
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case GBGL_BDT_I8: return GBGL_INTERNAL_TEXTURE_FORMAT_I8[channel_count-1];
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@ -908,9 +908,9 @@ gbglShaderError
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gbgl__load_single_shader_from_file(gbglShader *shader, gbglShaderType type, char const *name)
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{
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gbglShaderError err = GBGL_SHADER_ERROR_NONE;
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gbFileError ferr = gb_file_open(&shader->files[type], "%s%s", name, GBGL_SHADER_FILE_EXTENSIONS[type]);
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if (gb_file_open(&shader->files[type],
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"%s%s", name, GBGL_SHADER_FILE_EXTENSIONS[type]) != GB_FILE_ERR_NONE) {
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if (ferr != GB_FILE_ERR_NONE) {
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err = GBGL_SHADER_ERROR_UNABLE_TO_READ_FILE;
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} else {
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gb_local_persist char info_log[4096];
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