public int glCreateProgram () { return GL20.glCreateProgram(); }
public int glCreateProgram () { return GL20.glCreateProgram(); }
public int glCreateProgram () { return GL20.glCreateProgram(); }
public int glCreateProgram () { return GL20.glCreateProgram(); }
@Override public int glCreateProgram() { return GL20.glCreateProgram(); }
public int glCreateProgram() { return GL20.glCreateProgram(); }
int linkShaderProgram(int featureHash) { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, disposalAction.fragmentPrograms.get(featureHash)); GL20.glAttachShader(shaderProgram, disposalAction.vertexPrograms.get(featureHash)); GL20.glLinkProgram(shaderProgram); GL20.glValidateProgram(shaderProgram); return shaderProgram; }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }
public ShaderProgram() throws Exception { programId = glCreateProgram(); if (programId == 0) { throw new Exception("Could not create Shader"); } uniforms = new HashMap<>(); }