Evas 3d: Initialized local variables

Summary:
The OpenGL functions  assigns a value to the local variable. However,
in case of error it would take the uninitialized garbage value. So, the
correct solution would be to initialize it to 0.

Signed-off-by: Deepjyoti Dutta <deepjyoti.d@samsung.com>

Reviewers: Hermet, singh.amitesh, raster, jpeg

Reviewed By: jpeg

Subscribers: yashu21985, mvsovani, alok25, sachin.dev, cedric

Differential Revision: https://phab.enlightenment.org/D3375
This commit is contained in:
Deepjyoti Dutta 2015-11-24 17:03:58 +09:00 committed by Jean-Philippe Andre
parent 74f7d20441
commit 2a4877a597
1 changed files with 3 additions and 3 deletions

View File

@ -190,7 +190,7 @@ void _shader_flags_add(E3D_Shader_String *shader, E3D_Shader_Flag flags)
static inline Eina_Bool
_shader_compile(GLuint shader, const char *src)
{
GLint ok;
GLint ok = 0;
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
@ -217,7 +217,7 @@ _shader_compile(GLuint shader, const char *src)
static inline Eina_Bool
_program_build(E3D_Program *program, const char *vert_src, const char *frag_src)
{
GLint ok;
GLint ok = 0;
/* Create OpenGL vertex & fragment shader object. */
program->vert = glCreateShader(GL_VERTEX_SHADER);
@ -253,7 +253,7 @@ _program_build(E3D_Program *program, const char *vert_src, const char *frag_src)
if (!ok)
{
GLchar *log_str;
GLint len;
GLint len = 0;
GLsizei info_len;
glGetProgramiv(program->prog, GL_INFO_LOG_LENGTH, &len);