bool Shader::getGlShaderInfoLog(unsigned int contextID, std::string& log) const { PerContextShader* pcs = getPCS( contextID ); return (pcs) ? pcs->getInfoLog( log ) : false; }
void Shader::compileShader( osg::State& state ) const { PerContextShader* pcs = getPCS( state.getContextID() ); if( pcs ) pcs->compileShader( state ); }
void Shader::detachShader(unsigned int contextID, GLuint program) const { PerContextShader* pcs = getPCS( contextID ); if( pcs ) pcs->detachShader( program ); }
void Shader::compileShader( unsigned int contextID ) const { PerContextShader* pcs = getPCS( contextID ); if( pcs ) pcs->compileShader(); }