Documentation ¶
Index ¶
- type ShaderVariableHandler
- func (h *ShaderVariableHandler) GetAttribute(id string) int32
- func (h *ShaderVariableHandler) GetUniform(id string) int32
- func (h *ShaderVariableHandler) ReadAttributeLocations(shaderPgm uint32, attributes []string)
- func (h *ShaderVariableHandler) ReadUniformLocations(shaderPgm uint32, uniforms []string)
- func (h *ShaderVariableHandler) RefreshLocations(shaderPgm uint32)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type ShaderVariableHandler ¶
type ShaderVariableHandler struct {
// contains filtered or unexported fields
}
ShaderVariableHandler keeps track of uniform locations
func NewShaderVariableHandler ¶
func NewShaderVariableHandler() *ShaderVariableHandler
NewShaderVariableHandler inits and returns
func (*ShaderVariableHandler) GetAttribute ¶
func (h *ShaderVariableHandler) GetAttribute(id string) int32
GetAttribute returns the location of a shader variable
func (*ShaderVariableHandler) GetUniform ¶
func (h *ShaderVariableHandler) GetUniform(id string) int32
GetUniform returns the location of a shader variable
func (*ShaderVariableHandler) ReadAttributeLocations ¶
func (h *ShaderVariableHandler) ReadAttributeLocations(shaderPgm uint32, attributes []string)
ReadAttributeLocations fetches the uniform locations from opengl
func (*ShaderVariableHandler) ReadUniformLocations ¶
func (h *ShaderVariableHandler) ReadUniformLocations(shaderPgm uint32, uniforms []string)
ReadUniformLocations fetches the uniform locations from opengl
func (*ShaderVariableHandler) RefreshLocations ¶
func (h *ShaderVariableHandler) RefreshLocations(shaderPgm uint32)
RefreshLocations refetches the locations
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