public object getShaderParameter(WebGLShader shader, int pname) { #if _DEBUG Log.Info(string.Format("getShaderParameter {0} {1}", shader.Value, pname)); #endif int i; unsafe { #if GLEW_STATIC Gl.glGetShaderiv(shader.Value, pname, &i); #else Gl.__glewGetShaderiv(shader.Value, pname, &i); #endif } this.ErrorTest(); #if _DEBUG Log.Info(string.Format("value {0}", i)); #endif return(i); }
public string getShaderInfoLog(WebGLShader shader) { #if _DEBUG Log.Info("getShaderInfoLog"); #endif var GL_INFO_LOG_LENGTH = 35716; //var GL_SHADING_LANGUAGE_VERSION = 35724; int k; unsafe { #if GLEW_STATIC Gl.glGetShaderiv(shader.Value, GL_INFO_LOG_LENGTH, &k); #else Gl.__glewGetShaderiv(shader.Value, GL_INFO_LOG_LENGTH, &k); #endif } if (k <= 0) { return(string.Empty); } var result = new byte[k]; unsafe { fixed(byte *presult = &result[0]) { #if GLEW_STATIC Gl.glGetShaderInfoLog(shader.Value, k, &k, presult); #else Gl.__glewGetShaderInfoLog(shader.Value, k, &k, presult); #endif } } ////var version = glGetString(GL_SHADING_LANGUAGE_VERSION); return(new string(Encoding.ASCII.GetChars(result))); }