From 8e1e62616a93bc9f6e83a0eb7ee8ac8d2766bd71 Mon Sep 17 00:00:00 2001 From: Francois Gouget Date: Sun, 15 Oct 2006 17:06:44 +0200 Subject: [PATCH] wined3d: Remove '\0's in traces. --- dlls/wined3d/pixelshader.c | 4 ++-- dlls/wined3d/vertexshader.c | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index 6911a90d5eb..7b19d63e54b 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -860,7 +860,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader( else shader_addline(&buffer, "gl_FragColor = R0;\n"); } - shader_addline(&buffer, "}\n\0"); + shader_addline(&buffer, "}\n"); TRACE("Compiling shader object %u\n", shader_obj); GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL)); @@ -891,7 +891,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader( if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) shader_addline(&buffer, "MOV result.color, R0;\n"); - shader_addline(&buffer, "END\n\0"); + shader_addline(&buffer, "END\n"); /* TODO: change to resource.glObjectHandle or something like that */ GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId)); diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 14ea00c6b8b..d48be441a7f 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -750,7 +750,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader( */ shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n"); - shader_addline(&buffer, "}\n\0"); + shader_addline(&buffer, "}\n"); TRACE("Compiling shader object %u\n", shader_obj); GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL)); @@ -803,7 +803,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader( shader_addline(&buffer, "MOV result.position, TMP_OUT;\n"); - shader_addline(&buffer, "END\n\0"); + shader_addline(&buffer, "END\n"); /* TODO: change to resource.glObjectHandle or something like that */ GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));