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