@Override public void glAttachShader (int program, int shader) { WebGLProgram glProgram = programs.get(program); WebGLShader glShader = shaders.get(shader); gl.attachShader(glProgram, glShader); }
@Override public void glAttachShader (int program, int shader) { WebGLProgram glProgram = programs.get(program); WebGLShader glShader = shaders.get(shader); gl.attachShader(glProgram, glShader); }
public static WebGLProgram createShaderProgram (WebGLRenderingContext gl, String vertexSource, String fragmentSource) { WebGLShader vertexShader = getShader(gl, VERTEX_SHADER, vertexSource); WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource); WebGLProgram shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, vertexShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameterb(shaderProgram, LINK_STATUS)) { throw new RuntimeException("Could not initialize shaders"); } return shaderProgram; }
public static WebGLProgram createShaderProgram (WebGLRenderingContext gl, String vertexSource, String fragmentSource) { WebGLShader vertexShader = getShader(gl, VERTEX_SHADER, vertexSource); WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource); WebGLProgram shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, vertexShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameterb(shaderProgram, LINK_STATUS)) { throw new RuntimeException("Could not initialize shaders"); } return shaderProgram; }
@Override public void glAttachShader (int program, int shader) { WebGLProgram glProgram = programs.get(program); WebGLShader glShader = shaders.get(shader); gl.attachShader(glProgram, glShader); }
@Override public void glAttachShader(int program, int shader) { WebGLProgram glProgram = programs.get(program); WebGLShader glShader = shaders.get(shader); gl.attachShader(glProgram, glShader); }
@Override public void glAttachShader(int program, int shader) { gl.attachShader((WebGLProgram) webGLObjects.get(program), (WebGLShader) webGLObjects.get(shader)); }
@Override public void glAttachShader (int program, int shader) { WebGLProgram glProgram = programs.get(program); WebGLShader glShader = shaders.get(shader); gl.attachShader(glProgram, glShader); }
@Override public void glAttachShader(int program, int shader) { WebGLProgram glProgram = programs.get(program); WebGLShader glShader = shaders.get(shader); gl.attachShader(glProgram, glShader); }
public static WebGLProgram createShaderProgram (WebGLRenderingContext gl, String vertexSource, String fragmentSource) { WebGLShader vertexShader = getShader(gl, VERTEX_SHADER, vertexSource); WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource); WebGLProgram shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, vertexShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameterb(shaderProgram, LINK_STATUS)) { throw new RuntimeException("Could not initialize shaders"); } return shaderProgram; }
public static WebGLProgram createShaderProgram(WebGLRenderingContext gl, String vertexSource, String fragmentSource) { WebGLShader vertexShader = getShader(gl, VERTEX_SHADER, vertexSource); WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource); WebGLProgram shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, vertexShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameterb(shaderProgram, LINK_STATUS)) { throw new RuntimeException("Could not initialize shaders"); } return shaderProgram; }
public static WebGLProgram createShaderProgram (WebGLRenderingContext gl, String vertexSource, String fragmentSource) { WebGLShader vertexShader = getShader(gl, VERTEX_SHADER, vertexSource); WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource); WebGLProgram shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, vertexShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameterb(shaderProgram, LINK_STATUS)) { throw new RuntimeException("Could not initialize shaders"); } return shaderProgram; }
public static WebGLProgram createShaderProgram(WebGLRenderingContext gl, String vertexSource, String fragmentSource) { WebGLShader vertexShader = getShader(gl, VERTEX_SHADER, vertexSource); WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource); WebGLProgram shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, vertexShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameterb(shaderProgram, LINK_STATUS)) { throw new RuntimeException("Could not initialize shaders"); } return shaderProgram; }
public static WebGLProgram createShaderProgram(WebGLRenderingContext gl, String vertexSource, String fragmentSource) { WebGLShader vertexShader = getShader(gl, VERTEX_SHADER, vertexSource); WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource); WebGLProgram shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, fragmentShader); gl.attachShader(shaderProgram, vertexShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameterb(shaderProgram, LINK_STATUS)) { throw new RuntimeException("Could not initialize shaders"); } return shaderProgram; }