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C++ GLSLProgram::compile方法代码示例

本文整理汇总了C++中GLSLProgram::compile方法的典型用法代码示例。如果您正苦于以下问题:C++ GLSLProgram::compile方法的具体用法?C++ GLSLProgram::compile怎么用?C++ GLSLProgram::compile使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GLSLProgram的用法示例。


在下文中一共展示了GLSLProgram::compile方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: attachToProgramObject

	//-----------------------------------------------------------------------
	void GLSLProgram::attachToProgramObject( const GLhandleARB programObject )
	{
		glAttachObjectARB( programObject, mGLHandle );
		checkForGLSLError( "GLSLLinkProgram::GLSLLinkProgram",
			"Error attaching " + mName + " shader object to GLSL Program Object", programObject );
		// attach child objects
		GLSLProgramContainerIterator childprogramcurrent = mAttachedGLSLPrograms.begin();
		GLSLProgramContainerIterator childprogramend = mAttachedGLSLPrograms.end();

 		while (childprogramcurrent != childprogramend)
		{

			GLSLProgram* childShader = *childprogramcurrent;
			// bug in ATI GLSL linker : modules without main function must be recompiled each time 
			// they are linked to a different program object
			// don't check for compile errors since there won't be any
			// *** minor inconvenience until ATI fixes there driver
			childShader->compile(false);

			childShader->attachToProgramObject( programObject );

			++childprogramcurrent;
		}

	}
开发者ID:brock7,项目名称:TianLong,代码行数:26,代码来源:OgreGLSLProgram.cpp

示例2: attachToProgramObject

	//-----------------------------------------------------------------------
	void GLSLProgram::attachToProgramObject( const GLuint programObject )
	{
		// attach child objects
		GLSLProgramContainerIterator childprogramcurrent = mAttachedGLSLPrograms.begin();
		GLSLProgramContainerIterator childprogramend = mAttachedGLSLPrograms.end();

 		while (childprogramcurrent != childprogramend)
		{
			GLSLProgram* childShader = *childprogramcurrent;
			// bug in ATI GLSL linker : modules without main function must be recompiled each time 
			// they are linked to a different program object
			// don't check for compile errors since there won't be any
			// *** minor inconvenience until ATI fixes there driver
			childShader->compile(true);

			childShader->attachToProgramObject( programObject );

			++childprogramcurrent;
		}
        OGRE_CHECK_GL_ERROR(glAttachShader(programObject, mGLShaderHandle));
		logObjectInfo( "Error attaching " + mName + " shader object to GLSL Program Object", programObject );
    }
开发者ID:JobsSteve,项目名称:gamekit-2,代码行数:23,代码来源:OgreGLSLProgram.cpp


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