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authorErwin Coumans <blender@erwincoumans.com>2006-01-18 09:04:11 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-01-18 09:04:11 +0300
commit85c58bfa8a486d801420e9a2021018f3070d90ec (patch)
tree50390c5dc765bc113e96c35ec0ac1f88dfaca767 /source/gameengine/Ketsji/BL_Shader.h
parent41007941537bd6269ff134db1bb8425fd4c8b079 (diff)
attempt to fix reported problems with glsl shader on OS X (and other platforms). instead of continuous printing errors, it should just print once, and delete the shaders.
also, disabled the asynchronous logicbrick update, it reportedly causes jitter.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Shader.h')
-rw-r--r--source/gameengine/Ketsji/BL_Shader.h8
1 files changed, 5 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/BL_Shader.h b/source/gameengine/Ketsji/BL_Shader.h
index 004fd33b651..25db6a0b9f4 100644
--- a/source/gameengine/Ketsji/BL_Shader.h
+++ b/source/gameengine/Ketsji/BL_Shader.h
@@ -32,9 +32,11 @@ private:
uSampler mSampler[MAXTEX];
char* vertProg;
char* fragProg;
- bool LinkProgram();
- bool PrintInfo(int len, unsigned int handle, const char *type);
+ bool mError;
+ char* mLog;
+ bool LinkProgram();
+ void PrintInfo( int len, unsigned int handle,int *num);
public:
BL_Shader(PyTypeObject *T=&Type);
virtual ~BL_Shader();
@@ -47,7 +49,7 @@ public:
// ---
int getNumPass() {return mPass;}
bool use() {return mUse;}
-
+ bool GetError() {return mError;}
// ---
// access
const uSampler* getSampler(int i);