Review const char *

This commit is contained in:
Ray 2016-06-08 22:52:54 +02:00
parent ee049641ba
commit 99ee26b001
2 changed files with 5 additions and 5 deletions

View File

@ -236,7 +236,7 @@ unsigned int whiteTexture;
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
@ -2403,7 +2403,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
// Load custom shader strings and return program id
static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
{
unsigned int program = 0;

View File

@ -1,6 +1,6 @@
// Vertex shader definition to embed, no external file required
const static unsigned char vStandardShaderStr[] =
static const char vStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@ -37,7 +37,7 @@ const static unsigned char vStandardShaderStr[] =
"} \n";
// Fragment shader definition to embed, no external file required
const static unsigned char fStandardShaderStr[] =
static const char fStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@ -163,4 +163,4 @@ const static unsigned char fStandardShaderStr[] =
#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#endif
"} \n";
"}\n";