qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
if (compilelog[0])
- Con_Printf("vertex shader compile log:\n%s\n", compilelog);
+ Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
if (!vertexshadercompiled)
{
qglDeleteObjectARB(programobject);
qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
if (compilelog[0])
- Con_Printf("fragment shader compile log:\n%s\n", compilelog);
+ Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
if (!fragmentshadercompiled)
{
qglDeleteObjectARB(programobject);
qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
if (compilelog[0])
{
- Con_Printf("program link log:\n%s\n", compilelog);
+ Con_DPrintf("program link log:\n%s\n", compilelog);
// software vertex shader is ok but software fragment shader is WAY
// too slow, fail program if so.
// NOTE: this string might be ATI specific, but that's ok because the