convert endl to \n (in qt5.15 it's Qt:: namespaced)

This commit is contained in:
Laurent Montel 2019-12-31 07:44:21 +01:00
parent 514a95f1e4
commit d3cbacd451

View file

@ -209,7 +209,7 @@ bool GLShader::link()
glGetProgramiv(mProgram, GL_LINK_STATUS, &status); glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == 0) { if (status == 0) {
qCCritical(LIBKWINGLUTILS) << "Failed to link shader:" << endl << log; qCCritical(LIBKWINGLUTILS) << "Failed to link shader:" << "\n" << log;
mValid = false; mValid = false;
} else if (length > 0) { } else if (length > 0) {
qCDebug(LIBKWINGLUTILS) << "Shader link log:" << log; qCDebug(LIBKWINGLUTILS) << "Shader link log:" << log;
@ -261,7 +261,7 @@ bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &sour
if (status == 0) { if (status == 0) {
const char *typeName = (shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment"); const char *typeName = (shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment");
qCCritical(LIBKWINGLUTILS) << "Failed to compile" << typeName << "shader:" << endl << log; qCCritical(LIBKWINGLUTILS) << "Failed to compile" << typeName << "shader:" << "\n" << log;
} else if (length > 0) } else if (length > 0)
qCDebug(LIBKWINGLUTILS) << "Shader compile log:" << log; qCDebug(LIBKWINGLUTILS) << "Shader compile log:" << log;