Public Member Functions | |
PtShader () | |
bool | Create (String Path, String shaderName, bool debugMode) |
bool | Create (String stringVertexShader, String stringFragmentShader, ref ListBox lb) |
bool | CheckForErrors (int handle, bool showError) |
bool | CheckForErrors (int handle, ref StringBuilder sb) |
void | Release () |
void | Activate () |
void | DeActivate () |
void | SetUniform1i (string element, int val) |
void | SetUniform1f (string element, float val) |
void | SetUniform2f (string element, float val1, float val2) |
void | SetUniform2f (string element, Vertex2f v) |
void | SetUniform3f (string element, float val1, float val2, float val3) |
void | SetUniform3f (string element, Vertex3f v) |
void | SetUniform4f (string element, float val1, float val2, float val3, float val4) |
void | SetUniform4f (string element, Vertex4f v) |
int | GetProgrammHandle () |
int | GetAttribLocation (string str) |
int | BindAttrib (int id, string name) |
Properties | |
bool | ShaderCompiled [get] |
Powertek.OpenGl.PtShader.PtShader | ( | ) |
void Powertek.OpenGl.PtShader.Activate | ( | ) |
Activate the shader.
int Powertek.OpenGl.PtShader.BindAttrib | ( | int | id, | |
string | name | |||
) |
BindAttrib, normally we dont need this.
id | ||
name |
bool Powertek.OpenGl.PtShader.CheckForErrors | ( | int | handle, | |
ref StringBuilder | sb | |||
) |
Check for Errors.
handle | ||
sb |
bool Powertek.OpenGl.PtShader.CheckForErrors | ( | int | handle, | |
bool | showError | |||
) |
Check for Errors.
handle | ||
showError |
bool Powertek.OpenGl.PtShader.Create | ( | String | stringVertexShader, | |
String | stringFragmentShader, | |||
ref ListBox | lb | |||
) |
Create Shader.
stringVertexShader | ||
stringFragmentShader | ||
lb |
bool Powertek.OpenGl.PtShader.Create | ( | String | Path, | |
String | shaderName, | |||
bool | debugMode | |||
) |
Create Shader.
Path | ||
shaderName | ||
debugMode |
void Powertek.OpenGl.PtShader.DeActivate | ( | ) |
DeActivate the shader.
int Powertek.OpenGl.PtShader.GetAttribLocation | ( | string | str | ) |
Return AttribLocation, normally we dont need this.
str |
int Powertek.OpenGl.PtShader.GetProgrammHandle | ( | ) |
Return ProgrammHandle, normally we dont need this.
void Powertek.OpenGl.PtShader.Release | ( | ) |
Release the shader.
void Powertek.OpenGl.PtShader.SetUniform1f | ( | string | element, | |
float | val | |||
) |
Set Uniform, 1 float elements.
element | ||
val |
void Powertek.OpenGl.PtShader.SetUniform1i | ( | string | element, | |
int | val | |||
) |
Set Uniform, 1 int elements.
element | ||
val |
void Powertek.OpenGl.PtShader.SetUniform2f | ( | string | element, | |
Vertex2f | v | |||
) |
Set Uniform, 2 float elements, vertex2f.
element | ||
v |
void Powertek.OpenGl.PtShader.SetUniform2f | ( | string | element, | |
float | val1, | |||
float | val2 | |||
) |
Set Uniform, 2 float elements.
element | ||
val1 | ||
val2 |
void Powertek.OpenGl.PtShader.SetUniform3f | ( | string | element, | |
Vertex3f | v | |||
) |
Set Uniform, 3 float elements, vertex3f.
element | ||
v |
void Powertek.OpenGl.PtShader.SetUniform3f | ( | string | element, | |
float | val1, | |||
float | val2, | |||
float | val3 | |||
) |
Set Uniform, 3 float elements.
element | ||
val1 | ||
val2 | ||
val3 |
void Powertek.OpenGl.PtShader.SetUniform4f | ( | string | element, | |
Vertex4f | v | |||
) |
Set Uniform, 4 float elements, vertex4f.
element | ||
v |
void Powertek.OpenGl.PtShader.SetUniform4f | ( | string | element, | |
float | val1, | |||
float | val2, | |||
float | val3, | |||
float | val4 | |||
) |
Set Uniform, 4 float elements.
element | ||
val1 | ||
val2 | ||
val3 | ||
val4 |
bool Powertek.OpenGl.PtShader.ShaderCompiled [get] |
Check shader status.