void GLTransportSurface::updateContents(const uint32_t texture) { if (!m_shaderProgram) initializeShaderProgram(); draw(texture); swapBuffers(); }
void EnvironmentMap::initialize() { // Initialize squad m_quad = new ScreenAlignedQuad(); initializeShaderProgram(); m_initialized = true; }
void Gear_ShaderTest::internalInit() { initializeShaderProgram(); enumerateActiveUniforms(); if (_fbo) { delete _fbo; _fbo = NULL; } }