Revision 72ef21f7
Added by Leszek Koltunski almost 5 years ago
| src/main/java/org/distorted/library/program/FragmentCompilationException.java | ||
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    import org.distorted.library.main.DistortedLibrary;  | 
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     | 
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    /**  | 
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     *  Thrown by {@link DistortedLibrary#onCreate(android.content.Context)}
   | 
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     *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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    * if compilation of the fragment shader fails for some other reason than too many uniforms.  | 
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    * <p>  | 
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    * This can happen on older OpenGL ES 2.0 devices if they, say, do not support variable loops in the shaders.  | 
| src/main/java/org/distorted/library/program/FragmentUniformsException.java | ||
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| 24 | 24 | 
    import org.distorted.library.main.DistortedLibrary;  | 
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     | 
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    /**  | 
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     *  Thrown by {@link DistortedLibrary#onCreate(android.content.Context)}
   | 
|
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     *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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    * if compilation of the fragment shader fails because of too many uniforms there, i.e. because  | 
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     *  we have set {@link DistortedLibrary#setMax(org.distorted.library.effect.EffectType, int)}
   | 
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    * to too high value.  | 
| src/main/java/org/distorted/library/program/LinkingException.java | ||
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| 24 | 24 | 
    import org.distorted.library.main.DistortedLibrary;  | 
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     | 
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    /**  | 
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     *  Thrown by {@link DistortedLibrary#onCreate(android.content.Context)}
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|
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     *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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    * if linking of the Shaders fails.  | 
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    * <p>  | 
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    * Theoretically this should never happen.  | 
| src/main/java/org/distorted/library/program/VertexCompilationException.java | ||
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| 24 | 24 | 
    import org.distorted.library.main.DistortedLibrary;  | 
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     | 
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    /**  | 
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     *  Thrown by {@link DistortedLibrary#onCreate(android.content.Context)}
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|
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     *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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|
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    * if compilation of the vertex shader fails for some other reason than too many uniforms.  | 
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    * <p>  | 
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    * This can happen on older OpenGL ES 2.0 devices if they, say, do not support variable loops in the shaders.  | 
| src/main/java/org/distorted/library/program/VertexUniformsException.java | ||
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| 24 | 24 | 
    import org.distorted.library.main.DistortedLibrary;  | 
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     | 
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    /**  | 
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     *  Thrown by {@link DistortedLibrary#onCreate(android.content.Context)}
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|
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     *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
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|
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    * if compilation of the Vertex Shader fails because of too many uniforms there, i.e. because  | 
| 29 | 29 | 
     *  we have set {@link DistortedLibrary#setMax(org.distorted.library.effect.EffectType, int)}
   | 
| 30 | 30 | 
    * to too high value.  | 
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