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Fix 'cannot format slice without a specifier' errors #4

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6 changes: 3 additions & 3 deletions src/1_2_hello_triangle.zig
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,7 @@ pub fn main() void {
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (success == 0) {
glGetShaderInfoLog(vertexShader, 512, null, &infoLog);
panic("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n{}\n", .{infoLog});
panic("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n{s}\n", .{infoLog});
}
// fragment shader
const fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
Expand All @@ -76,7 +76,7 @@ pub fn main() void {
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (success == 0) {
glGetShaderInfoLog(vertexShader, 512, null, &infoLog);
panic("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n{}\n", .{infoLog});
panic("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n{s}\n", .{infoLog});
}
// link shaders
const shaderProgram = glCreateProgram();
Expand All @@ -87,7 +87,7 @@ pub fn main() void {
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (success == 0) {
glGetShaderInfoLog(vertexShader, 512, null, &infoLog);
panic("ERROR::SHADER::PROGRAM::LINKING_FAILED\n{}\n", .{infoLog});
panic("ERROR::SHADER::PROGRAM::LINKING_FAILED\n{s}\n", .{infoLog});
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
Expand Down
2 changes: 1 addition & 1 deletion src/2_4_lighting_maps.zig
Original file line number Diff line number Diff line change
Expand Up @@ -300,7 +300,7 @@ pub fn loadTexture(path: [:0]const u8) c_uint {

stbi_image_free(data);
} else {
warn("Failed to load texture at path: {}\n", .{path});
warn("Failed to load texture at path: {s}\n", .{path});
}

return textureID;
Expand Down
2 changes: 1 addition & 1 deletion src/2_5_light_casters.zig
Original file line number Diff line number Diff line change
Expand Up @@ -309,7 +309,7 @@ pub fn loadTexture(path: [:0]const u8) c_uint {

stbi_image_free(data);
} else {
warn("Failed to load texture at path: {}\n", .{path});
warn("Failed to load texture at path: {s}\n", .{path});
}

return textureID;
Expand Down
2 changes: 1 addition & 1 deletion src/2_6_multiple_lights.zig
Original file line number Diff line number Diff line change
Expand Up @@ -354,7 +354,7 @@ pub fn loadTexture(path: [:0]const u8) c_uint {

stbi_image_free(data);
} else {
warn("Failed to load texture at path: {}\n", .{path});
warn("Failed to load texture at path: {s}\n", .{path});
}

return textureID;
Expand Down
4 changes: 2 additions & 2 deletions src/shader.zig
Original file line number Diff line number Diff line change
Expand Up @@ -88,13 +88,13 @@ pub const Shader = struct {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (success == 0) {
glGetShaderInfoLog(shader, 1024, null, &infoLog);
panic("ERROR::SHADER::{}::COMPILATION_FAILED\n{}\n", .{ errType, infoLog });
panic("ERROR::SHADER::{s}::COMPILATION_FAILED\n{s}\n", .{ errType, infoLog });
}
} else {
glGetShaderiv(shader, GL_LINK_STATUS, &success);
if (success == 0) {
glGetShaderInfoLog(shader, 1024, null, &infoLog);
panic("ERROR::SHADER::LINKING_FAILED\n{}\n", .{infoLog});
panic("ERROR::SHADER::LINKING_FAILED\n{s}\n", .{infoLog});
}
}
}
Expand Down