* GLHelper.cs: Added helpers for GetProgramInfoLog, VertexAttrib* and

MultiTexCoord*
This commit is contained in:
the_fiddler 2008-05-01 12:44:47 +00:00
parent dab5111c3a
commit cedb2394ff

View file

@ -796,6 +796,27 @@ namespace OpenTK.Graphics
#endregion #endregion
#region public static void GetProgramInfoLog(Int32 program, out string info)
public static void GetProgramInfoLog(Int32 program, out string info)
{
unsafe
{
int length;
GL.GetProgram(program, ProgramParameter.InfoLogLength, out length);
if (length == 0)
{
info = "";
return;
}
StringBuilder sb = new StringBuilder(length);
Delegates.glGetProgramInfoLog((UInt32)program, sb.Capacity, &length, sb);
info = sb.ToString();
}
}
#endregion
#region public static void PointParameter(PointSpriteCoordOriginParameter param) #region public static void PointParameter(PointSpriteCoordOriginParameter param)
/// <summary> /// <summary>
@ -812,6 +833,60 @@ namespace OpenTK.Graphics
#endregion #endregion
#region public static void VertexAttrib2(Int32 index, ref Vector2 v)
public static void VertexAttrib2(Int32 index, ref Vector2 v)
{
GL.VertexAttrib2(index, v.X, v.Y);
}
#endregion
#region public static void VertexAttrib3(Int32 index, ref Vector3 v)
public static void VertexAttrib3(Int32 index, ref Vector3 v)
{
GL.VertexAttrib3(index, v.X, v.Y, v.Z);
}
#endregion
#region public static void VertexAttrib4(Int32 index, ref Vector4 v)
public static void VertexAttrib4(Int32 index, ref Vector4 v)
{
GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
#endregion
#region public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
{
GL.MultiTexCoord2(target, v.X, v.Y);
}
#endregion
#region public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
{
GL.MultiTexCoord3(target, v.X, v.Y, v.Z);
}
#endregion
#region public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
{
GL.MultiTexCoord4(target, v.X, v.Y, v.Z, v.W);
}
#endregion
#endregion #endregion
} }
} }