comparison render_sdl.c @ 816:7ed55a361e79

Use binary mode for reading shaders and config files so we actually get the number of bytes we expect
author Michael Pavone <pavone@retrodev.com>
date Mon, 27 Jul 2015 23:49:14 -0700
parents ec23202df6a6
children b6842dfb8edf
comparison
equal deleted inserted replaced
815:1f3ddeaacaee 816:7ed55a361e79
115 115
116 GLuint load_shader(char * fname, GLenum shader_type) 116 GLuint load_shader(char * fname, GLenum shader_type)
117 { 117 {
118 char * parts[] = {get_home_dir(), "/.config/blastem/shaders/", fname}; 118 char * parts[] = {get_home_dir(), "/.config/blastem/shaders/", fname};
119 char * shader_path = alloc_concat_m(3, parts); 119 char * shader_path = alloc_concat_m(3, parts);
120 FILE * f = fopen(shader_path, "r"); 120 FILE * f = fopen(shader_path, "rb");
121 free(shader_path); 121 free(shader_path);
122 if (!f) { 122 if (!f) {
123 parts[0] = get_exe_dir(); 123 parts[0] = get_exe_dir();
124 parts[1] = "/shaders/"; 124 parts[1] = "/shaders/";
125 shader_path = alloc_concat_m(3, parts); 125 shader_path = alloc_concat_m(3, parts);
126 f = fopen(shader_path, "r"); 126 f = fopen(shader_path, "rb");
127 free(shader_path); 127 free(shader_path);
128 if (!f) { 128 if (!f) {
129 warning("Failed to open shader file %s for reading\n", fname); 129 warning("Failed to open shader file %s for reading\n", fname);
130 return 0; 130 return 0;
131 } 131 }