0,
NULL);
- SG_LOG(SG_GL, SG_ALERT, "RenderTexture Win32 Error %d: %s", err, lpMsgBuf);
+ SG_LOG(SG_GL, SG_ALERT, "RenderTexture Win32 Error " << err << ":" << lpMsgBuf);
LocalFree( lpMsgBuf );
break;
}
? (value?true:false) : false;
#if defined(_DEBUG) | defined(DEBUG)
- SG_LOG(SG_GL, SG_ALERT, "Created a %dx%d RenderTexture with BPP(%d, %d, %d, %d)",
- _iWidth, _iHeight,
- _iNumColorBits[0], _iNumColorBits[1],
- _iNumColorBits[2], _iNumColorBits[3]);
- if (_iNumDepthBits) SG_LOG(SG_GL, SG_ALERT, " depth=%d", _iNumDepthBits);
- if (_iNumStencilBits) SG_LOG(SG_GL, SG_ALERT, " stencil=%d", _iNumStencilBits);
+ SG_LOG(SG_GL, SG_ALERT, "Created a " << _iWidth << "x" << _iHeight <<
+ " RenderTexture with BPP(" <<
+ _iNumColorBits[0] << "," << _iNumColorBits[1] << "," <<
+ _iNumColorBits[2] << "," << _iNumColorBits[3] << ")");
+ if (_iNumDepthBits) SG_LOG(SG_GL, SG_ALERT, " depth=" << _iNumDepthBits);
+ if (_iNumStencilBits) SG_LOG(SG_GL, SG_ALERT, " stencil=" << _iNumStencilBits);
if (_bDoubleBuffered) SG_LOG(SG_GL, SG_ALERT, " double buffered");
- SG_LOG(SG_GL, SG_ALERT, "");
#endif
#elif defined( __APPLE__ )
_iNumComponents++;
continue;
}
- else if (kv.first == "r")
+ else if (kv.first == "r")
SG_LOG(SG_GL, SG_ALERT,
"RenderTexture Warning: mistake in components definition "
"(r + " << _iNumComponents << ").");
default:
SG_LOG(SG_GL, SG_ALERT,
"RenderTexture Warning: Bad number of components "
- "(r=1,rg=2,rgb=3,rgba=4): %d.",
+ "(r=1,rg=2,rgb=3,rgba=4): " <<
_iNumComponents);
break;
}
default:
SG_LOG(SG_GL, SG_ALERT,
"RenderTexture Warning: Bad number of components "
- "(r=1,rg=2,rgb=3,rgba=4): %d.", _iNumComponents);
+ "(r=1,rg=2,rgb=3,rgba=4): " << _iNumComponents);
break;
}
}