corregits missatges de log en opengl_shader.cpp que no deurien d'eixir en versions release
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@@ -257,8 +257,8 @@ auto OpenGLShader::init(SDL_Window* window,
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SDL_GetWindowSize(window_, &window_width_, &window_height_);
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SDL_GetTextureSize(back_buffer_, &texture_width_, &texture_height_);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Inicializando shaders: ventana=%dx%d, textura=%.0fx%.0f",
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
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"Initializing shaders: window=%dx%d, texture=%.0fx%.0f",
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window_width_,
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window_height_,
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texture_width_,
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@@ -268,7 +268,7 @@ auto OpenGLShader::init(SDL_Window* window,
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const char* renderer_name = SDL_GetRendererName(renderer_);
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if ((renderer_name == nullptr) || strncmp(renderer_name, "opengl", 6) != 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Renderer no es OpenGL: %s",
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"Renderer is not OpenGL: %s",
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(renderer_name != nullptr) ? renderer_name : "unknown");
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return false;
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}
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@@ -277,7 +277,7 @@ auto OpenGLShader::init(SDL_Window* window,
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// Inicializar extensiones OpenGL en Windows/Linux
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if (!initGLExtensions()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error al inicializar extensiones OpenGL");
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"Failed to initialize OpenGL extensions");
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return false;
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}
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#endif
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@@ -294,7 +294,7 @@ auto OpenGLShader::init(SDL_Window* window,
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if (vertex_shader == 0 || fragment_shader == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error al compilar shaders");
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"Failed to compile shaders");
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if (vertex_shader != 0) {
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glDeleteShader(vertex_shader);
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}
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@@ -313,7 +313,7 @@ auto OpenGLShader::init(SDL_Window* window,
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if (program_id_ == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Error al crear programa de shaders");
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"Failed to create shader program");
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return false;
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}
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@@ -324,21 +324,21 @@ auto OpenGLShader::init(SDL_Window* window,
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glUseProgram(program_id_);
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texture_size_location_ = glGetUniformLocation(program_id_, "TextureSize");
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if (texture_size_location_ != -1) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Configurando TextureSize uniform: %.0fx%.0f",
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
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"Configuring TextureSize uniform: %.0fx%.0f",
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texture_width_,
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texture_height_);
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glUniform2f(texture_size_location_, texture_width_, texture_height_);
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checkGLError("glUniform2f(TextureSize)");
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} else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Uniform 'TextureSize' no encontrado en shader");
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"Uniform 'TextureSize' not found in shader");
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}
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glUseProgram(0);
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is_initialized_ = true;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"** OpenGL 3.3 Shader Backend inicializado correctamente");
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
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"** OpenGL 3.3 Shader Backend initialized successfully");
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return true;
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}
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