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more clear messages for incorrect shader type
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@@ -77,7 +77,7 @@ public class PGraphicsOpenGL extends PGraphics {
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static final String UNSUPPORTED_SHAPE_FORMAT_ERROR =
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"Unsupported shape format";
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static final String INVALID_FILTER_SHADER_ERROR =
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"Object is not a valid shader to use as filter";
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"Your shader needs to be of TEXTURE type to be used as a filter";
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static final String INVALID_PROCESSING_SHADER_ERROR =
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"The GLSL code doesn't seem to contain a valid shader to use in Processing";
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static final String WRONG_SHADER_TYPE_ERROR =
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@@ -85,17 +85,17 @@ public class PGraphicsOpenGL extends PGraphics {
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static final String UNKNOWN_SHADER_KIND_ERROR =
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"Unknown shader kind";
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static final String NO_TEXLIGHT_SHADER_ERROR =
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"Your shader cannot be used to render textured " +
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"and lit geometry, using default shader instead.";
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"Your shader needs to be of TEXLIGHT type " +
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"to render this geometry properly, using default shader instead.";
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static final String NO_LIGHT_SHADER_ERROR =
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"Your shader cannot be used to render lit " +
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"geometry, using default shader instead.";
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"Your shader needs to be of LIGHT type " +
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"to render this geometry properly, using default shader instead.";
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static final String NO_TEXTURE_SHADER_ERROR =
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"Your shader cannot be used to render textured " +
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"geometry, using default shader instead.";
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"Your shader needs to be of TEXTURE type " +
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"to render this geometry properly, using default shader instead.";
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static final String NO_COLOR_SHADER_ERROR =
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"Your shader cannot be used to render colored " +
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"geometry, using default shader instead.";
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"Your shader needs to be of COLOR type " +
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"to render this geometry properly, using default shader instead.";
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static final String TOO_LONG_STROKE_PATH_ERROR =
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"Stroke path is too long, some bevel triangles won't be added";
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static final String TESSELLATION_ERROR =
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@@ -11491,9 +11491,9 @@ public class PGraphicsOpenGL extends PGraphics {
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void tessellateTriangles(int[] indices) {
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beginTex();
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int nTri = (in.lastVertex - in.firstVertex + 1) / 3;
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if (fill && 1 <= nTri) {
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int nInInd = 3 * nTri;
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int nInVert = in.lastVertex - in.firstVertex + 1;
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if (fill && 3 <= nInVert) {
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int nInInd = indices.length;
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setRawSize(nInInd);
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PApplet.arrayCopy(indices, rawIndices, nInInd);
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boolean clamp = clampTriangles(indices);
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