protected void bindProgram(Shader shader) { int shaderId = shader.getId(); if (context.boundShaderProgram != shaderId) { gl.glUseProgram(shaderId); statistics.onShaderUse(shader, true); context.boundShader = shader; context.boundShaderProgram = shaderId; } else { statistics.onShaderUse(shader, false); } }
protected void bindProgram(Shader shader) { int shaderId = shader.getId(); if (context.boundShaderProgram != shaderId) { gl.glUseProgram(shaderId); statistics.onShaderUse(shader, true); context.boundShader = shader; context.boundShaderProgram = shaderId; } else { statistics.onShaderUse(shader, false); } }
protected void bindProgram(Shader shader) { int shaderId = shader.getId(); if (context.boundShaderProgram != shaderId) { glUseProgram(shaderId); statistics.onShaderUse(shader, true); context.boundShader = shader; context.boundShaderProgram = shaderId; } else { statistics.onShaderUse(shader, false); } }