Updated API documentation for sf::Shader
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1260 4e206d99-4929-0410-ac5d-dfc041789085
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3 changed files with 238 additions and 44 deletions
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@ -319,10 +319,11 @@ bool Shader::IsAvailable()
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////////////////////////////////////////////////////////////
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bool Shader::CompileProgram()
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{
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// First make sure that we can use shaders!
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// First make sure that we can use shaders
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if (!IsAvailable())
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{
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std::cerr << "Failed to create a shader: your system doesn't support shaders" << std::endl;
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std::cerr << "Failed to create a shader: your system doesn't support shaders "
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<< "(you should test Shader::IsAvailable() before trying to use the Shader class)" << std::endl;
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return false;
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}
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@ -331,7 +332,7 @@ bool Shader::CompileProgram()
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GLCheck(glDeleteObjectARB(myShaderProgram));
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// Define the vertex shader source (we provide it directly as it doesn't have to change)
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static const std::string vertexShaderSrc =
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static const char* vertexSrc =
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"void main()"
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"{"
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" gl_TexCoord[0] = gl_MultiTexCoord0;"
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@ -347,7 +348,6 @@ bool Shader::CompileProgram()
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GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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// Compile them
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const char* vertexSrc = vertexShaderSrc.c_str();
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const char* fragmentSrc = myFragmentShader.c_str();
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GLCheck(glShaderSourceARB(vertexShader, 1, &vertexSrc, NULL));
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GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentSrc, NULL));
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