protected static void sendToGL(final GLSLShaderObjectsState state, final ContextCapabilities caps) { final GL gl = GLContext.getCurrentGL(); if (state.getVertexShader() == null && state.getFragmentShader() == null) { logger.warning("Could not find shader resources!" + "(both inputbuffers are null)"); state._needSendShader = false; if (state.getVertexShader() != null) { if (state._vertexShaderID != -1) { removeVertShader(state); final byte array[] = new byte[state.getVertexShader().limit()]; state.getVertexShader().rewind(); state.getVertexShader().get(array); if (gl.isGL2()) { gl.getGL2().glShaderSourceARB(state._vertexShaderID, 1, new String[] { new String(array) },
protected static void sendToGL(final GLSLShaderObjectsState state, final ContextCapabilities caps) { if (state.getVertexShader() == null && state.getFragmentShader() == null) { logger.warning("Could not find shader resources!" + "(both inputbuffers are null)"); state._needSendShader = false; if (state.getVertexShader() != null) { if (state._vertexShaderID != -1) { removeVertShader(state); ARBShaderObjects.glShaderSourceARB(state._vertexShaderID, state.getVertexShader());