Use discard syntax

This commit is contained in:
teinarss
2020-08-16 11:12:07 +02:00
committed by Paul Chote
parent 27f1a7ab27
commit 8d27d22100
12 changed files with 17 additions and 17 deletions

View File

@@ -57,7 +57,7 @@ namespace OpenRA.Platforms.Default
{
OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out var len);
var log = new StringBuilder(len);
OpenGL.glGetShaderInfoLog(shader, len, out var length, log);
OpenGL.glGetShaderInfoLog(shader, len, out _, log);
Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
throw new InvalidProgramException("Compile error in shader object '{0}'".F(filename));
@@ -104,7 +104,7 @@ namespace OpenRA.Platforms.Default
OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out var len);
var log = new StringBuilder(len);
OpenGL.glGetProgramInfoLog(program, len, out var length, log);
OpenGL.glGetProgramInfoLog(program, len, out _, log);
Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
}
@@ -120,7 +120,7 @@ namespace OpenRA.Platforms.Default
for (var i = 0; i < numUniforms; i++)
{
var sb = new StringBuilder(128);
OpenGL.glGetActiveUniform(program, i, 128, out var length, out var size, out var type, sb);
OpenGL.glGetActiveUniform(program, i, 128, out _, out _, out var type, sb);
var sampler = sb.ToString();
OpenGL.CheckGLError();