Searched refs:m_ShaderIds (Results 1 – 5 of 5) sorted by relevance
46 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()
47 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()
49 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()
34 m_ShaderIds[shaderIndex] = 0; in ProgramObject()
162 GLuint m_ShaderIds[PROGRAM_OBJECT_MAX_SHADERS]; variable