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Searched refs:m_ShaderIds (Results 1 – 5 of 5) sorted by relevance

/CTR-SDK-4.2.7-SampleDemos/common/libraries/demo/ShaderProgram/
Ddemo_ColorFillProgram.cpp46 m_ShaderIds[0] = shaderId; in Initialize()
47 glAttachShader(m_ProgramId, m_ShaderIds[0]); in Initialize()
92 if ( m_ShaderIds[0] != 0 ) in Finalize()
94 glDeleteShader(m_ShaderIds[0]); in Finalize()
95 m_ShaderIds[0] = 0; in Finalize()
Ddemo_DecalTextureProgram.cpp47 m_ShaderIds[0] = shaderId; in Initialize()
48 glAttachShader(m_ProgramId, m_ShaderIds[0]); in Initialize()
94 if ( m_ShaderIds[0] != 0 ) in Finalize()
96 glDeleteShader(m_ShaderIds[0]); in Finalize()
97 m_ShaderIds[0] = 0; in Finalize()
Ddemo_FontProgram.cpp49 m_ShaderIds[0] = shaderId; in Initialize()
50 glAttachShader(m_ProgramId, m_ShaderIds[0]); in Initialize()
101 if ( m_ShaderIds[0] != 0 ) in Finalize()
103 glDeleteShader(m_ShaderIds[0]); in Finalize()
104 m_ShaderIds[0] = 0; in Finalize()
Ddemo_ProgramObject.cpp34 m_ShaderIds[shaderIndex] = 0; in ProgramObject()
/CTR-SDK-4.2.7-SampleDemos/common/include/demo/ShaderProgram/
Ddemo_ProgramObject.h162 GLuint m_ShaderIds[PROGRAM_OBJECT_MAX_SHADERS]; variable