PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context.
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List of all members.
Detailed Description
PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context.
Constructor & Destructor Documentation
osg::Shader::PerContextShader::PerContextShader |
( |
const Shader * |
shader, |
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unsigned int |
contextID |
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) |
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osg::Shader::PerContextShader::~PerContextShader |
( |
| ) |
[protected] |
Member Function Documentation
void osg::Shader::PerContextShader::attachShader |
( |
GLuint |
program | ) |
const |
Attach our glShader to a glProgram.
void osg::Shader::PerContextShader::compileShader |
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| ) |
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void osg::Shader::PerContextShader::detachShader |
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GLuint |
program | ) |
const |
Detach our glShader from a glProgram.
GLuint osg::Shader::PerContextShader::getHandle |
( |
| ) |
const [inline] |
bool osg::Shader::PerContextShader::getInfoLog |
( |
std::string & |
infoLog | ) |
const |
bool osg::Shader::PerContextShader::isCompiled |
( |
| ) |
const [inline] |
bool osg::Shader::PerContextShader::needsCompile |
( |
| ) |
const [inline] |
void osg::Shader::PerContextShader::requestCompile |
( |
| ) |
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Member Data Documentation
Pointer to this context's extension functions.
Handle to the actual glShader.
Is our glShader successfully compiled?
Does our glShader need to be recompiled?
The documentation for this class was generated from the following file: