Simple class represents GLSL program variable location.  
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#include <OpenGl_ShaderProgram.hxx>
Simple class represents GLSL program variable location. 
 
◆ OpenGl_ShaderUniformLocation() [1/2]
  
  
      
        
          | OpenGl_ShaderUniformLocation::OpenGl_ShaderUniformLocation  | 
          ( | 
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inline   | 
  
 
Construct an invalid location. 
 
 
◆ OpenGl_ShaderUniformLocation() [2/2]
  
  
      
        
          | OpenGl_ShaderUniformLocation::OpenGl_ShaderUniformLocation  | 
          ( | 
          GLint  | 
          theLocation | ) | 
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inlineexplicit   | 
  
 
Constructor with initialization. 
 
 
◆ IsValid()
  
  
      
        
          | bool OpenGl_ShaderUniformLocation::IsValid  | 
          ( | 
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           const | 
         
       
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inline   | 
  
 
Note you may safely put invalid location in functions like glUniform* - the data passed in will be silently ignored. 
- Returns
 - true if location is not equal to -1. 
 
 
 
◆ operator bool()
  
  
      
        
          | OpenGl_ShaderUniformLocation::operator bool  | 
          ( | 
           | ) | 
           const | 
         
       
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inline   | 
  
 
Return TRUE for non-invalid location. 
 
 
◆ operator GLint()
  
  
      
        
          | OpenGl_ShaderUniformLocation::operator GLint  | 
          ( | 
           | ) | 
           const | 
         
       
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inline   | 
  
 
Convert operators help silently put object to GL functions like glUniform*. 
 
 
◆ INVALID_LOCATION
  
  
      
        
          | const GLint OpenGl_ShaderUniformLocation::INVALID_LOCATION = -1 | 
         
       
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static   | 
  
 
Invalid location of uniform/attribute variable. 
 
 
The documentation for this class was generated from the following file: