bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); return Validated && this->checkError("begin"); }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); return Validated; }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_ARB_viewport_array"); Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_AMD_multi_draw_indirect"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initIndirectBuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; glGenQueries(1, &Query); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initFeedback(); return Validated && this->checkError("begin"); }
bool begin() { GLint MajorVersion = 0; GLint MinorVersion = 0; glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion); glGetIntegerv(GL_MINOR_VERSION, &MinorVersion); bool Validated = glf::version(MajorVersion, MinorVersion) >= glf::version(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated(true); Validated = Validated && this->checkExtension("GL_NV_gpu_shader5"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); if(Validated) Validated = initVertexArray(); return Validated && this->checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access"); Validated = Validated && glf::checkExtension("GL_NV_shader_buffer_load"); Validated = Validated && glf::checkExtension("GL_NV_vertex_buffer_unified_memory"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture2D(); return Validated && glf::checkError("begin"); }
bool begin() { Viewport[viewport::V00] = glm::ivec4(1, 1, Window.Size / 2 - 1); Viewport[viewport::V10] = glm::ivec4(Window.Size.x / 2 + 1, 1, Window.Size / 2 - 1); Viewport[viewport::V11] = glm::ivec4(Window.Size.x / 2 + 1, Window.Size.y / 2 + 1, Window.Size / 2 - 1); Viewport[viewport::V01] = glm::ivec4(1, Window.Size.y / 2 + 1, Window.Size / 2 - 1); glEnable(GL_SCISSOR_TEST); bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initTexture2D(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated(true); Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initUniformBuffer(); return Validated; }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_texture_sRGB_decode"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initSampler(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
bool begin() { GLint MajorVersion = 0; GLint MinorVersion = 0; glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion); glGetIntegerv(GL_MINOR_VERSION, &MinorVersion); bool Validated = (MajorVersion * 10 + MinorVersion) >= (SAMPLE_MAJOR_VERSION * 10 + SAMPLE_MINOR_VERSION); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }