From d8943b898c5d42394ae48bf9352a99ec9f770ec4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Thu, 16 Feb 2012 00:28:38 +0100 Subject: [PATCH] Use nullptr instead of 0 for pointers. --- src/AbstractShaderProgram.cpp | 2 +- src/IndexedMesh.cpp | 2 +- src/Mesh.cpp | 2 +- src/Shader.cpp | 4 ++-- 4 files changed, 5 insertions(+), 5 deletions(-) diff --git a/src/AbstractShaderProgram.cpp b/src/AbstractShaderProgram.cpp index f696eb0e4..6e8d2a3e6 100644 --- a/src/AbstractShaderProgram.cpp +++ b/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) { diff --git a/src/IndexedMesh.cpp b/src/IndexedMesh.cpp index 483985ab2..6306045f3 100644 --- a/src/IndexedMesh.cpp +++ b/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 */ diff --git a/src/Mesh.cpp b/src/Mesh.cpp index 587e2e964..234e17239 100644 --- a/src/Mesh.cpp +++ b/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); diff --git a/src/Shader.cpp b/src/Shader.cpp index 4c0f8cacb..76c1e0d8a 100644 --- a/src/Shader.cpp +++ b/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;