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.
1.5.7.1