void GL__ShaderSource(::uStatic* __this, ::uUInt shader_, ::uString* source_)
{
    Xli::String source = uStringToXliString(source_);
    
    const char* code[] =
    {
    #ifdef XLI_GL_DESKTOP
        "#version 120\n",
    #else
        "",
    #endif
        source.Ptr(),
    };
    
    GLint len[] =
    {
        (GLint)strlen(code[0]),
        source.Length(),
    };
    
    glShaderSource(shader_, 2, code, len);
}
Beispiel #2
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void AApplication::cppJavaThrowError (Xli::String message)
{
    XLI_THROW(message.Ptr());
}