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Niklas Haas authored
Instead of using shitty platform-specific hacks to get a locale-invariant printf, we can just use our own printf routines for the purposes of shader generation. This required making one slight adjustment to one of the shaders in order to avoid the (now unsupported) %%lu. We now use the regular platform-provided snprintf for log messages and other user-facing stuff, which should be fine. (We also technically use it in a couple of places for snprintf with %d, but that should hopefully not explode)
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