Browse Source

Use nullptr instead of 0 for pointers.

pull/279/head
Vladimír Vondruš 14 years ago
parent
commit
d8943b898c
  1. 2
      src/AbstractShaderProgram.cpp
  2. 2
      src/IndexedMesh.cpp
  3. 2
      src/Mesh.cpp
  4. 4
      src/Shader.cpp

2
src/AbstractShaderProgram.cpp

@ -86,7 +86,7 @@ void AbstractShaderProgram::link() {
/* Display errors or warnings */
char message[LINKER_MESSAGE_MAX_LENGTH];
glGetProgramInfoLog(program, LINKER_MESSAGE_MAX_LENGTH, 0, message);
glGetProgramInfoLog(program, LINKER_MESSAGE_MAX_LENGTH, nullptr, message);
/* Show error log and delete shader */
if(status == GL_FALSE) {

2
src/IndexedMesh.cpp

@ -53,7 +53,7 @@ void IndexedMesh::draw() {
/* Bind index array, draw the elements and unbind */
_indexBuffer.bind();
glDrawElements(primitive(), _indexCount, _indexType, 0);
glDrawElements(primitive(), _indexCount, _indexType, nullptr);
_indexBuffer.unbind();
/* Disable vertex arrays for all attributes */

2
src/Mesh.cpp

@ -133,7 +133,7 @@ void Mesh::bindAttribute(Buffer* buffer, GLuint attribute, GLint size, GLenum ty
a.size = size;
a.type = type;
a.stride = 0;
a.pointer = 0;
a.pointer = nullptr;
found->second.second.push_back(a);
_attributes.insert(attribute);

4
src/Shader.cpp

@ -63,7 +63,7 @@ GLuint Shader::compile() {
/* Create shader and set its source */
shader = glCreateShader(_type);
glShaderSource(shader, 1, _sources, 0);
glShaderSource(shader, 1, _sources, nullptr);
/* Compile shader */
glCompileShader(shader);
@ -75,7 +75,7 @@ GLuint Shader::compile() {
/* Display errors or warnings */
char message[COMPILER_MESSAGE_MAX_LENGTH];
glGetShaderInfoLog(shader, COMPILER_MESSAGE_MAX_LENGTH, 0, message);
glGetShaderInfoLog(shader, COMPILER_MESSAGE_MAX_LENGTH, nullptr, message);
if(status == GL_FALSE || message[0] != 0) {
Error err;

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