GL_LINK_STATUS, GL_VALIDATE_STATUS, GL_INFO_LOG_LENGTH, GL_ATTACHED_SHADERS, GL_ACTIVE_ATOMIC_COUNTER_BUFFERS, GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_UNIFORMS, GL_ACTIVE_UNIFORM_BLOCKS, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, GL_ACTIVE_UNIFORM_MAX_LENGTH, GL_COMPUT...
This is where the shaders are loaded//load shadersGLuint vertexShader=loadShader("shader.vert",GL_VERTEX_SHADER);GLuint fragmentShader=loadShader("shader.frag",GL_FRAGMENT_SHADER);//create & link programGLuint program=glCreateProgram();glAttachShader(program,vertexShader);glAttachShader(program,f...
void glGetProgramiv(GLuint program, GLenum pname, GLint *params); ,当pname是GL_VALIDATE_STATUS时,表示要查询program的信息为: A. program相关操作的日志信息字符串长度 B. program的删除情况(是/否已调用glDeleteProgram删除该program) C. program中所附加的shader的链接(Link)情况,是否链接成功 D....
void glGetProgramiv(GLuint program, GLenum pname, GLint *params); ,当pname是GL_DELETE_STATUS时,表示要查询program的信息为: A. program的删除情况(是/否已调用glDeleteProgram删除该program) B. program中所附加的shader的链接(Link)情况,是否链接成功 C. program的校验结果 D. program中所附加的s...
gl.glGetProgramiv(program, GL2.GL_LINK_STATUS, linkStatus);if(linkStatus.get(0) != GL2.GL_TRUE) { IntBuffer infoLen = BufferUtils.createIntBuffer(1); gl.glGetProgramiv(program, GL2.GL_INFO_LOG_LENGTH, infoLen);intlength = infoLen.get();if(length !=0) { ...
GL.glLinkProgram(self.program) result = GL.glGetProgramiv(self.program, GL.GL_LINK_STATUS)ifnotresult:raiseRuntimeError(GL.glGetProgramInfoLog(self.program)) vertex_shader.delete_shader() fragment_shader.delete_shader() 開發者ID:yt-project,項目名稱:yt,代碼行數:19,代碼來源:shader_objects.py ...
GLES30.glGetProgramiv(program,GLES30.GL_LINK_STATUS,linkStatus,0); 代码示例来源:origin: glumes/AndroidOpenGLTutorial GLES30.glGetProgramiv(program,GLES30.GL_LINK_STATUS,linkStatus,0); 代码示例来源:origin: glumes/AndroidOpenGLTutorial publicstaticintlinkProgram(intvertexShaderId,intfragmentShaderId){ ...
gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);if(!linked) { GLint info_len =0; gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);if(1< info_len) {char* info_log =malloc(sizeof(char) * info_len); ...
示例1: Link ▲点赞 6▼ func(program *Program)Link(){ C.glLinkProgram(program.id) status := C.GLint(0) C.glGetProgramiv(program.id, C.GL_LINK_STATUS, &status)ifstatus != C.GL_TRUE { loglen := C.GLint(0) C.glGetProgramiv(program.id, C.GL_INFO_LOG_LENGTH, &loglen) ...
glAttachShader(shaderProgHandle, fragShaderHandle); glLinkProgram(shaderProgHandle);// remember that a call to glUseProgram will still need to be done// check program link statusGLint status;glGetProgramiv(shaderProgHandle, GL_LINK_STATUS, &status);if(status == GL_FALSE) { ...