Exemple #1
0
bool Shader::getGlShaderInfoLog(unsigned int contextID, std::string& log) const
{
    PerContextShader* pcs = getPCS( contextID );
    return (pcs) ? pcs->getInfoLog( log ) : false;
}
Exemple #2
0
void Shader::compileShader( osg::State& state ) const
{
    PerContextShader* pcs = getPCS( state.getContextID() );
    if( pcs ) pcs->compileShader( state );
}
Exemple #3
0
void Shader::detachShader(unsigned int contextID, GLuint program) const
{
    PerContextShader* pcs = getPCS( contextID );
    if( pcs ) pcs->detachShader( program );
}
Exemple #4
0
void Shader::compileShader( unsigned int contextID ) const
{
    PerContextShader* pcs = getPCS( contextID );
    if( pcs ) pcs->compileShader();
}