本文整理汇总了Java中android.opengl.GLES30.glDeleteShader方法的典型用法代码示例。如果您正苦于以下问题:Java GLES30.glDeleteShader方法的具体用法?Java GLES30.glDeleteShader怎么用?Java GLES30.glDeleteShader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类android.opengl.GLES30
的用法示例。
在下文中一共展示了GLES30.glDeleteShader方法的6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Java代码示例。
示例1: loadShader
import android.opengl.GLES30; //导入方法依赖的package包/类
public static int loadShader ( int type, String shaderSrc )
{
int shader;
int[] compiled = new int[1];
// Create the shader object
shader = GLES30.glCreateShader ( type );
if ( shader == 0 )
{
return 0;
}
// Load the shader source
GLES30.glShaderSource ( shader, shaderSrc );
// Compile the shader
GLES30.glCompileShader ( shader );
// Check the compile status
GLES30.glGetShaderiv ( shader, GLES30.GL_COMPILE_STATUS, compiled, 0 );
if ( compiled[0] == 0 )
{
Log.e ( "ESShader", GLES30.glGetShaderInfoLog ( shader ) );
GLES30.glDeleteShader ( shader );
return 0;
}
return shader;
}
示例2: LoadShader
import android.opengl.GLES30; //导入方法依赖的package包/类
public static int LoadShader(int type, String shaderSrc) {
int shader;
int[] compiled = new int[1];
// Create the shader object
shader = GLES30.glCreateShader(type);
if (shader == 0) {
return 0;
}
// Load the shader source
GLES30.glShaderSource(shader, shaderSrc);
// Compile the shader
GLES30.glCompileShader(shader);
// Check the compile status
GLES30.glGetShaderiv(shader, GLES30.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Erorr!!!!");
Log.e(TAG, GLES30.glGetShaderInfoLog(shader));
GLES30.glDeleteShader(shader);
return 0;
}
return shader;
}
示例3: LoadShader
import android.opengl.GLES30; //导入方法依赖的package包/类
private int LoadShader(int type, String shaderSrc) {
int shader;
int[] compiled = new int[1];
// Create the shader object
shader = GLES30.glCreateShader(type);
if (shader == 0) {
return 0;
}
// Load the shader source
GLES30.glShaderSource(shader, shaderSrc);
// Compile the shader
GLES30.glCompileShader(shader);
// Check the compile status
GLES30.glGetShaderiv(shader, GLES30.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, GLES30.glGetShaderInfoLog(shader));
GLES30.glDeleteShader(shader);
return 0;
}
return shader;
}
示例4: loadProgram
import android.opengl.GLES30; //导入方法依赖的package包/类
public static int loadProgram ( String vertShaderSrc, String fragShaderSrc )
{
int vertexShader;
int fragmentShader;
int programObject;
int[] linked = new int[1];
// Load the vertex/fragment shaders
vertexShader = loadShader ( GLES30.GL_VERTEX_SHADER, vertShaderSrc );
if ( vertexShader == 0 )
{
return 0;
}
fragmentShader = loadShader ( GLES30.GL_FRAGMENT_SHADER, fragShaderSrc );
if ( fragmentShader == 0 )
{
GLES30.glDeleteShader ( vertexShader );
return 0;
}
// Create the program object
programObject = GLES30.glCreateProgram();
if ( programObject == 0 )
{
return 0;
}
GLES30.glAttachShader ( programObject, vertexShader );
GLES30.glAttachShader ( programObject, fragmentShader );
// Link the program
GLES30.glLinkProgram ( programObject );
// Check the link status
GLES30.glGetProgramiv ( programObject, GLES30.GL_LINK_STATUS, linked, 0 );
if ( linked[0] == 0 )
{
Log.e ( "ESShader", "Error linking program:" );
Log.e ( "ESShader", GLES30.glGetProgramInfoLog ( programObject ) );
GLES30.glDeleteProgram ( programObject );
return 0;
}
// Free up no longer needed shader resources
GLES30.glDeleteShader ( vertexShader );
GLES30.glDeleteShader ( fragmentShader );
return programObject;
}
示例5: loadProgramFromAsset
import android.opengl.GLES30; //导入方法依赖的package包/类
public static int loadProgramFromAsset ( Context context, String vertexShaderFileName, String fragShaderFileName )
{
int vertexShader;
int fragmentShader;
int programObject;
int[] linked = new int[1];
String vertShaderSrc = null;
String fragShaderSrc = null;
// Read vertex shader from assets
vertShaderSrc = readShader ( context, vertexShaderFileName );
if ( vertShaderSrc == null )
{
return 0;
}
// Read fragment shader from assets
fragShaderSrc = readShader ( context, fragShaderFileName );
if ( fragShaderSrc == null )
{
return 0;
}
// Load the vertex shader
vertexShader = loadShader ( GLES30.GL_VERTEX_SHADER, vertShaderSrc );
if ( vertexShader == 0 )
{
return 0;
}
// Load the fragment shader
fragmentShader = loadShader ( GLES30.GL_FRAGMENT_SHADER, fragShaderSrc );
if ( fragmentShader == 0 )
{
GLES30.glDeleteShader ( vertexShader );
return 0;
}
// Create the program object
programObject = GLES30.glCreateProgram();
if ( programObject == 0 )
{
return 0;
}
GLES30.glAttachShader ( programObject, vertexShader );
GLES30.glAttachShader ( programObject, fragmentShader );
// Link the program
GLES30.glLinkProgram ( programObject );
// Check the link status
GLES30.glGetProgramiv ( programObject, GLES30.GL_LINK_STATUS, linked, 0 );
if ( linked[0] == 0 )
{
Log.e ( "ESShader", "Error linking program:" );
Log.e ( "ESShader", GLES30.glGetProgramInfoLog ( programObject ) );
GLES30.glDeleteProgram ( programObject );
return 0;
}
// Free up no longer needed shader resources
GLES30.glDeleteShader ( vertexShader );
GLES30.glDeleteShader ( fragmentShader );
return programObject;
}
示例6: glDeleteShader
import android.opengl.GLES30; //导入方法依赖的package包/类
@Override
public void glDeleteShader(int... shaders)
{
for (int shader : shaders)
GLES30.glDeleteShader(shader);
}