List of usage examples for org.lwjgl.opengl GL20 glValidateProgram
public static void glValidateProgram(@NativeType("GLuint") int program)
From source file:ovh.tgrhavoc.gameengine.core.Shader.java
License:Open Source License
public void compileShader() { GL20.glLinkProgram(pointer);/*w w w. j av a2 s . c o m*/ if (GL20.glGetProgrami(pointer, GL20.GL_LINK_STATUS) == 0) { System.err.println(GL20.glGetShaderInfoLog(pointer, 1024)); System.exit(-1); } GL20.glValidateProgram(pointer); if (GL20.glGetProgrami(pointer, GL20.GL_VALIDATE_STATUS) == 0) { System.err.println(GL20.glGetShaderInfoLog(pointer, 1024)); System.exit(-1); } }
From source file:playn.java.JavaGL20.java
License:Apache License
@Override public void glValidateProgram(int program) { GL20.glValidateProgram(program); }
From source file:processing.lwjgl.PGL.java
License:Open Source License
public void validateProgram(int prog) { GL20.glValidateProgram(prog); }
From source file:processing.opengl.PLWJGL.java
License:Open Source License
@Override public void validateProgram(int program) { GL20.glValidateProgram(program); }
From source file:render.Quad.java
public void initShaders() { int errValue; ShaderHandler help = new ShaderHandler(); vsId = help.readShader("./shader/VertexShader.glsl", GL.GL_VERTEX_SHADER); fsId = help.readShader("./shader/FragmentShader.glsl", GL.GL_FRAGMENT_SHADER); programId = GL.glCreateProgram();//from w w w. j a v a2 s. c o m GL.glAttachShader(programId, vsId); GL.glAttachShader(programId, fsId); GL.glBindAttribLocation(programId, 0, "inPos"); GL.glBindAttribLocation(programId, 1, "inColor"); GL.glLinkProgram(programId); GL20.glValidateProgram(programId); errValue = GL.glGetError(); if (errValue != GL11.GL_NO_ERROR) { System.out.println("Shader creation failed" + GLU.gluErrorString(errValue)); System.exit(-1); } }
From source file:renderEngine.ShaderProgram.java
/** * Binds the <b>in</b> variables of the vertex shader, the uniform * variables, and links and validates both shaders. *///from www . j a v a 2 s.c o m private void bindVariablesAndValidate() { bindAttributes(); GL20.glLinkProgram(programID); GL20.glValidateProgram(programID); getAllUniformLocations(); }
From source file:se.angergard.engine.graphics.ShaderProgram.java
License:Apache License
/** Links the program and validates it * @return This ShaderProgram *//*w w w . j av a 2s . co m*/ 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:thebounzer.org.lwgldemo.glutils.ShaderProgram.java
License:Open Source License
private boolean validateProgram(int programId) { GL20.glLinkProgram(programId);//from w w w. j a v a 2 s.c om GL20.glValidateProgram(programId); boolean result = true; int errorCheckValue = GL11.glGetError(); if (errorCheckValue != GL11.GL_NO_ERROR) { logger.log(Level.SEVERE, "ERROR - Could not create the shaders:{0}", GLU.gluErrorString(errorCheckValue)); result = false; } return result; }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glValidateProgram(int a) { GL20.glValidateProgram(a); }
From source file:uk.co.ifs_studios.engine.shader.ShaderProgram.java
License:Open Source License
/** * Link and validate shader program./*from w w w .j a v a2 s.c o m*/ */ public void link() { GL20.glLinkProgram(this.id); GL20.glValidateProgram(this.id); int error = GL11.glGetError(); if (error != GL11.GL_NO_ERROR) { EngineLogger.error(new ShaderException("Couldn't link and validate shader program.", null)); } }