@Override public int glCreateProgram () { WebGLProgram program = gl.createProgram(); return programs.add(program); }
@Override public int glCreateProgram () { WebGLProgram program = gl.createProgram(); return programs.add(program); }
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 int glCreateProgram() { WebGLProgram program = gl.createProgram(); return programs.add(program); }
@Override public int glCreateProgram () { WebGLProgram program = gl.createProgram(); return programs.add(program); }
@Override public int glCreateProgram() { WebGLProgram program = gl.createProgram(); return programs.add(program); }
@Override public int glCreateProgram () { WebGLProgram program = gl.createProgram(); return allocateProgramId(program); }
@Override public int glCreateProgram() { return createObject(gl.createProgram(), WebGLObjectType.PROGRAM); }
protected WebGLObject genObject(WebGLObjectType type) { switch(type) { case BUFFER: return gl.createBuffer(); case FRAME_BUFFER: return gl.createFramebuffer(); case PROGRAM: return gl.createProgram(); case RENDER_BUFFER: return gl.createRenderbuffer(); case TEXTURE: return gl.createTexture(); default: throw new RuntimeException("genObject(s) not supported for type " + type); } }
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; }