Revision f79c9f57
Added by Leszek Koltunski over 4 years ago
| src/main/java/org/distorted/library/program/FragmentCompilationException.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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import org.distorted.library.main.DistortedLibrary; |
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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 compilation of the fragment shader fails for some other reason than too many uniforms.
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* Thrown asynchronously by the library whenever shader compilation fails.
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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. |
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* Theoretically should never happen on devices supporting at least OpenGL ES 3.0. |
| src/main/java/org/distorted/library/program/FragmentUniformsException.java | ||
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import org.distorted.library.main.DistortedLibrary; |
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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 compilation of the fragment shader fails because of too many uniforms there, i.e. because
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* Thrown asynchronously by the library whenever shader compilation fails.
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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. |
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*/ |
| src/main/java/org/distorted/library/program/LinkingException.java | ||
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import org.distorted.library.main.DistortedLibrary; |
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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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* Thrown asynchronously by the library whenever shader compilation fails.
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* If linking of the Shaders fails.
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* <p> |
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* Theoretically this should never happen. |
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*/ |
| src/main/java/org/distorted/library/program/VertexCompilationException.java | ||
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import org.distorted.library.main.DistortedLibrary; |
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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 compilation of the vertex shader fails for some other reason than too many uniforms.
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* Thrown asynchronously by the library whenever shader compilation fails.
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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. |
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* Theoretically should never happen on devices supporting at least OpenGL ES 3.0. |
| src/main/java/org/distorted/library/program/VertexUniformsException.java | ||
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import org.distorted.library.main.DistortedLibrary; |
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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 compilation of the Vertex Shader fails because of too many uniforms there, i.e. because
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* Thrown asynchronously by the library whenever shader compilation fails.
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* If compilation of the Vertex 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. |
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*/ |
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