List of usage examples for org.lwjgl.opengl GL20 glGetProgramInfoLog
@NativeType("void") public static String glGetProgramInfoLog(@NativeType("GLuint") int program, @NativeType("GLsizei") int maxLength)
From source file:org.terasology.rendering.assets.MaterialShader.java
License:Apache License
public int generateShaderInstance() { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, fragmentProgram); GL20.glAttachShader(shaderProgram, vertexProgram); GL20.glLinkProgram(shaderProgram);/*from w ww .jav a 2 s. c o m*/ if (GL20.glGetProgram(shaderProgram, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) { logger.error("Failed to link shader {}.", GL20.glGetProgramInfoLog(shaderProgram, GL20.GL_LINK_STATUS)); GL20.glDeleteProgram(shaderProgram); return 0; } GL20.glValidateProgram(shaderProgram); if (GL20.glGetProgram(shaderProgram, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) { logger.error("Failed to validate shader {}.", GL20.glGetProgramInfoLog(shaderProgram, GL20.GL_VALIDATE_STATUS)); GL20.glDeleteProgram(shaderProgram); return 0; } return shaderProgram; }
From source file:processing.lwjgl.PGL.java
License:Open Source License
public String getProgramInfoLog(int prog) { int len = GL20.glGetProgrami(prog, GL20.GL_INFO_LOG_LENGTH); return GL20.glGetProgramInfoLog(prog, len); }
From source file:processing.lwjgl.PLWJGL.java
License:Open Source License
public String getProgramInfoLog(int program) { int len = GL20.glGetProgrami(program, GL20.GL_INFO_LOG_LENGTH); return GL20.glGetProgramInfoLog(program, len); }
From source file:processing.opengl.PLWJGL.java
License:Open Source License
@Override public String getProgramInfoLog(int program) { int len = GL20.glGetProgrami(program, GL20.GL_INFO_LOG_LENGTH); return GL20.glGetProgramInfoLog(program, len); }
From source file:se.angergard.engine.graphics.ShaderProgram.java
License:Apache License
/** Links the program and validates it * @return This ShaderProgram *///w ww .j a va2 s . c om public ShaderProgram compileProgram() { GL20.glLinkProgram(program); if (program == -1) { System.err.println("ShaderProgram wasn't succsessfully created"); } String error = GL20.glGetProgramInfoLog(program, GL20.GL_INFO_LOG_LENGTH); if (!error.equals("")) { System.out.println(error); } GL20.glValidateProgram(program); if (vertexShader != -1) { GL20.glDetachShader(program, vertexShader); GL20.glDeleteShader(vertexShader); } if (fragmentShader != -1) { GL20.glDetachShader(program, fragmentShader); GL20.glDeleteShader(fragmentShader); } if (geometryShader != -1) { GL20.glDetachShader(program, geometryShader); GL20.glDeleteShader(geometryShader); } return this; }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static String glGetProgramInfoLog(int a, int b) { return GL20.glGetProgramInfoLog(a, b); }
From source file:vertigo.graphics.lwjgl.ShaderUtils.java
License:Open Source License
public static int attachShaders(String vertexCode, String fragmentCode) throws Exception { int vertexShaderProgram; int fragmentShaderProgram; int shaderprogram; String log = ""; vertexShaderProgram = compileShader(vertexCode, GL20.GL_VERTEX_SHADER); fragmentShaderProgram = compileShader(fragmentCode, GL20.GL_FRAGMENT_SHADER); shaderprogram = GL20.glCreateProgram(); GL20.glAttachShader(shaderprogram, vertexShaderProgram); GL20.glAttachShader(shaderprogram, fragmentShaderProgram); GL20.glLinkProgram(shaderprogram);/*from w ww . j a va2 s .c om*/ //grab our info log String infoLog = GL20.glGetProgramInfoLog(shaderprogram, GL20.glGetProgrami(shaderprogram, GL20.GL_INFO_LOG_LENGTH)); //if some log exists, append it if (infoLog != null && infoLog.trim().length() != 0) log += infoLog; //if the link failed, throw some sort of exception if (GL20.glGetProgrami(shaderprogram, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) throw new LWJGLException("Failure in linking program. Error log:\n" + infoLog); //detach and delete the shaders which are no longer needed GL20.glDetachShader(shaderprogram, vertexShaderProgram); GL20.glDetachShader(shaderprogram, fragmentShaderProgram); GL20.glDeleteShader(vertexShaderProgram); GL20.glDeleteShader(fragmentShaderProgram); GL20.glValidateProgram(shaderprogram); return shaderprogram; }