Tried rendering the sphere without success
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Gitea Actions Demo / Scan the project (push) Successful in 29s
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Gitea Actions Demo / Scan the project (push) Successful in 29s
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@ -4,6 +4,7 @@ using System.Numerics;
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namespace Nebulix.Rendering;
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// TODO: make IDisposable
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public class Shader
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{
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private readonly GL _glContext;
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@ -21,7 +22,7 @@ public class Shader
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_shaderProgramId = CreateProgram(vertexShader, fragmentShader);
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}
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public void Use() { _glContext.UseProgram(_shaderProgramId); }
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public void Use() => _glContext.UseProgram(_shaderProgramId);
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#region Set uniforms
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public void SetInt(string name, int value)
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@ -11,17 +11,14 @@ namespace Nebulix.Rendering;
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[Serializable]
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public class ShaderCompileException : Exception
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{
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protected ShaderType _shaderType;
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protected ShaderType ShaderType;
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public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { _shaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message) : base(message) { _shaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { _shaderType = shaderType; }
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protected ShaderCompileException(
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System.Runtime.Serialization.SerializationInfo info,
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System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
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public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { ShaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message) : base(message) { ShaderType = shaderType; }
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public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { ShaderType = shaderType; }
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public override string ToString()
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{
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return $"Type of Shader: '{_shaderType}'" + "\n" + Message;
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return $"Type of Shader: '{ShaderType}'" + "\n" + Message;
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}
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}
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@ -13,7 +13,4 @@ public class ShaderLinkException : Exception
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public ShaderLinkException() : base("Error occured while trying to link a shader.") { }
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public ShaderLinkException(string message) : base(message) { }
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public ShaderLinkException(string message, Exception inner) : base(message, inner) { }
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protected ShaderLinkException(
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System.Runtime.Serialization.SerializationInfo info,
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System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
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}
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