if (state.getTessellationControlShader() != null) { if (state._tessellationControlShaderID != -1) { removeTessControlShader(state); final byte array[] = new byte[state.getTessellationControlShader().limit()]; state.getTessellationControlShader().rewind(); state.getTessellationControlShader().get(array); if (gl.isGL2()) { gl.getGL2().glShaderSourceARB(state._tessellationControlShaderID, 1,
if (state.getTessellationControlShader() != null) { if (state._tessellationControlShaderID != -1) { removeTessControlShader(state); state.getTessellationControlShader());