Following the tutorials at opengl-tutorial.org , realize that I can't print the shader compile log directly with printf because I'm doing it in a windows desktop application. I tried to convert it to a LPWSTR using this method:
//compile the shader
glShaderSource(fShader, 1, &pFsCode, NULL);
glCompileShader(fShader);
//check shader compilation
glGetShaderiv(fShader, GL_COMPILE_STATUS, &result);
glGetShaderiv(fShader, GL_INFO_LOG_LENGTH, &logLen);
if (logLen > 0) {
//get compile log
vector<char> fErr(logLen + 1);
glGetShaderInfoLog(fShader, logLen, NULL, &fErr[0]);
//try to convert log to LPWSTR
wchar_t msg[100];
swprintf(msg, sizeof(msg) / sizeof(*msg), L"%s\n", &fErr[0]);
//print it
wprintf(msg);
}
For some reason, I get this output:
⤱㨠攠牲牯䌠ㄲ›瘣牥楳湯㌠〰洠獵⁴敢映汯潬敷祢攠ੳ⠰⤲㨠攠牲牯䌠㈰›湵畳灰牯整敶獲潩〳ਰ⠰⤲㨠攠牲牯䌠〰〰›祳瑮硡攠牲牯湵硥数瑣摥✠✨硥数瑣湩㨢∺愠⁴潴敫⠢ਢ⠰⤴㨠攠牲牯䌠㔷㈳
Can someone please tell me why I get this corrupt output?
All help is appreciated.
You're not converting the char
s to wchar_t
s using swprintf(..., "%s\n", ...)
because, according to https://msdn.microsoft.com/en-us/library/hf4y5e3w.aspx %s
means the following:
When used with printf functions, specifies a single-byte or multi-byte character string; when used with wprintf functions, specifies a wide-character string. Characters are displayed up to the first null character or until the precision value is reached.
As you're indeed using a *wprintf
function here, %s
already expects a wide string, but you give it a non-wide string. So the ascii text (in this case 1) : error C0121: #version 300 must be followed by ...
) is interpreted as wide string instead, resulting in garbage.
According to the same webpage, %S
might be the quickest fix to resolve your problem here ("when used with wprintf functions, specifies a single-byte or multi-byte character string" - what %s
is for normal printf).