public void glShaderSource (int shader, String string) { GL20.glShaderSource(shader, string); }
public void glShaderSource (int shader, String string) { GL20.glShaderSource(shader, string); }
public void glShaderSource (int shader, String string) { GL20.glShaderSource(shader, string); }
public void glShaderSource (int shader, String string) { GL20.glShaderSource(shader, string); }
@Override public void glShaderSource(final int shader, final String[] strings, final IntBuffer length) { checkLimit(length); GL20.glShaderSource(shader, strings); }
public void glShaderSource(int param1, String[] param2, IntBuffer param3) { checkLimit(param3); GL20.glShaderSource(param1, param2); }
private int compileShader(int type, Set<ShaderProgramFeature> features) { int shaderId = GL20.glCreateShader(type); String shader = assembleShader(type, features); if (config.getRendering().isDumpShaders()) { dumpCode(type, features, shader); } GL20.glShaderSource(shaderId, shader); GL20.glCompileShader(shaderId); return shaderId; }
@Override public void glShaderSource(int shader, int count, String[] strings, int[] length, int lengthOff) { for (final String str : strings) GL20.glShaderSource(shader, str); }
@Override public void glShaderSource(int shader, String... source) { GL20.glShaderSource(shader, (CharSequence[]) source); }
@Override public void glShaderSource(int shader, int count, String[] strings, IntBuffer length) { for (final String str : strings) GL20.glShaderSource(shader, str); }
@Override public void glShaderSource(int shader, int count, String[] strings, int[] length, int lengthOff) { for (final String str : strings) GL20.glShaderSource(shader, str); }
@Override public void glShaderSource(int shader, int count, String[] strings, int[] length, int lengthOff) { for (final String str : strings) GL20.glShaderSource(shader, str); }
@Override public void glShaderSource(int shader, int count, String[] strings, IntBuffer length) { for (final String str : strings) GL20.glShaderSource(shader, str); }
@Override public void glShaderSource(int shader, int count, String[] strings, int[] length, int lengthOff) { for (final String str : strings) GL20.glShaderSource(shader, str); }
@Override public void glShaderSource(int shader, int count, String[] strings, IntBuffer length) { for (final String str : strings) GL20.glShaderSource(shader, str); }
@Override public void glShaderSource(int shader, int count, String[] strings, IntBuffer length) { for (final String str : strings) GL20.glShaderSource(shader, str); }
@Override public boolean compilerShader(int shader, String source) { GL20.glShaderSource(shader, source); GL20.glCompileShader(shader); return GL20.glGetShader(shader, GL20.GL_COMPILE_STATUS) == GL11.GL_TRUE; }
protected int createShader(String shaderCode, int shaderType) throws Exception { int shaderId = glCreateShader(shaderType); if (shaderId == 0) { throw new Exception("Error creating shader. Type: " + shaderType); } glShaderSource(shaderId, shaderCode); glCompileShader(shaderId); if (glGetShaderi(shaderId, GL_COMPILE_STATUS) == 0) { throw new Exception("Error compiling Shader code: " + glGetShaderInfoLog(shaderId, 1024)); } glAttachShader(programId, shaderId); return shaderId; }
protected int createShader(String shaderCode, int shaderType) throws Exception { int shaderId = glCreateShader(shaderType); if (shaderId == 0) { throw new Exception("Error creating shader. Type: " + shaderType); } glShaderSource(shaderId, shaderCode); glCompileShader(shaderId); if (glGetShaderi(shaderId, GL_COMPILE_STATUS) == 0) { throw new Exception("Error compiling Shader code: " + glGetShaderInfoLog(shaderId, 1024)); } glAttachShader(programId, shaderId); return shaderId; }
protected int createShader(String shaderCode, int shaderType) throws Exception { int shaderId = glCreateShader(shaderType); if (shaderId == 0) { throw new Exception("Error creating shader. Type: " + shaderType); } glShaderSource(shaderId, shaderCode); glCompileShader(shaderId); if (glGetShaderi(shaderId, GL_COMPILE_STATUS) == 0) { throw new Exception("Error compiling Shader code: " + glGetShaderInfoLog(shaderId, 1024)); } glAttachShader(programId, shaderId); return shaderId; }