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Java GL20.glGetShaderInfoLog方法代碼示例

本文整理匯總了Java中org.lwjgl.opengl.GL20.glGetShaderInfoLog方法的典型用法代碼示例。如果您正苦於以下問題:Java GL20.glGetShaderInfoLog方法的具體用法?Java GL20.glGetShaderInfoLog怎麽用?Java GL20.glGetShaderInfoLog使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在org.lwjgl.opengl.GL20的用法示例。


在下文中一共展示了GL20.glGetShaderInfoLog方法的6個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: printShaderLogInfo

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
private static boolean printShaderLogInfo(int shader, String name)
{
    IntBuffer intbuffer = BufferUtils.createIntBuffer(1);
    int i = GL20.glGetShaderi(shader, 35716);

    if (i > 1)
    {
        String s = GL20.glGetShaderInfoLog(shader, i);
        SMCLog.info("Shader info log: " + name + "\n" + s);
        return false;
    }
    else
    {
        return true;
    }
}
 
開發者ID:SkidJava,項目名稱:BaseClient,代碼行數:17,代碼來源:Shaders.java

示例2: Shader

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public Shader(String source, int type)
{
	this.type = type;

	this.handle = GL20.glCreateShader(this.type);
	if (this.handle == 0)
	{
		throw new GLException("Unable to create main.shader!");
	}

	GL20.glShaderSource(this.handle, source);
	GL20.glCompileShader(this.handle);

	int status = GL20.glGetShaderi(this.handle, GL20.GL_COMPILE_STATUS);
	if (status == GL11.GL_FALSE)
	{
		String infolog = GL20.glGetShaderInfoLog(this.handle);
		GL20.glDeleteShader(this.handle);
		this.handle = 0;

		throw new GLException(infolog);
	}

	SHADERS.add(this);
}
 
開發者ID:andykuo1,項目名稱:candlelight,代碼行數:26,代碼來源:Shader.java

示例3: printShaderLogInfo

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
private static boolean printShaderLogInfo(int shader, String name, List<String> listFiles)
{
    IntBuffer intbuffer = BufferUtils.createIntBuffer(1);
    int i = GL20.glGetShaderi(shader, 35716);

    if (i <= 1)
    {
        return true;
    }
    else
    {
        for (int j = 0; j < listFiles.size(); ++j)
        {
            String s = (String)listFiles.get(j);
            SMCLog.info("File: " + (j + 1) + " = " + s);
        }

        String s1 = GL20.glGetShaderInfoLog(shader, i);
        SMCLog.info("Shader info log: " + name + "\n" + s1);
        return false;
    }
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:23,代碼來源:Shaders.java

示例4: createShader

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
private int createShader(String resource, int type) {
	int shader = GL20.glCreateShader(type);
	GL20.glShaderSource(shader, resource);
	GL20.glCompileShader(shader);
	int compiled = GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS);
	String shaderLog = GL20.glGetShaderInfoLog(shader, GL20.glGetShaderi(shader, GL20.GL_INFO_LOG_LENGTH));
	if (shaderLog.trim().length() > 0) {
		System.err.println(shaderLog);
	}
	if (compiled == 0) {
		throw new AssertionError("Could not compile shader");
	}
	return shader;
}
 
開發者ID:18107,項目名稱:MC-Ray-Tracer,代碼行數:15,代碼來源:Shader.java

示例5: loadShader

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
private static int loadShader(String file, int type) {
    int shaderID = GL20.glCreateShader(type);
    GL20.glShaderSource(shaderID, FileLoadUtils.loadFileSource(file));
    GL20.glCompileShader(shaderID);
    if (GL20.glGetShaderi(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
        final String glGetShaderInfoLog = GL20.glGetShaderInfoLog(shaderID, 500);
        LOGGER.error("Can not compile shader - {}", glGetShaderInfoLog);
        throw new IllegalArgumentException("Can not compile shader - " + glGetShaderInfoLog);
    }
    return shaderID;
}
 
開發者ID:Biacode,項目名稱:bia-engine,代碼行數:12,代碼來源:ShaderProgram.java

示例6: glGetShaderInfoLog

import org.lwjgl.opengl.GL20; //導入方法依賴的package包/類
public static String glGetShaderInfoLog(int shaderIn, int maxLength)
{
    return arbShaders ? ARBShaderObjects.glGetInfoLogARB(shaderIn, maxLength) : GL20.glGetShaderInfoLog(shaderIn, maxLength);
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:5,代碼來源:OpenGlHelper.java


注:本文中的org.lwjgl.opengl.GL20.glGetShaderInfoLog方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。