return;
}
-namespace
+namespace GUI_OPENGL
{
char* readFromFile( std::string fileName )
{
// Create vertex shader.
fileName = theFilePath + ".vs.glsl";
- shaderContent = readFromFile (fileName);
+ shaderContent = GUI_OPENGL::readFromFile (fileName);
theVertexShader = vglCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
vglShaderSourceARB (theVertexShader, 1, (const GLcharARB**)&shaderContent, NULL);
// Create fragment shader.
fileName = theFilePath + ".fs.glsl";
- shaderContent = readFromFile (fileName);
+ shaderContent = GUI_OPENGL::readFromFile (fileName);
theFragmentShader = vglCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
vglShaderSourceARB (theFragmentShader, 1, (const GLcharARB**)&shaderContent, NULL);
// function : SetUniformMatrix
// purpose :
// ============================================================================
+#ifdef VTK_OPENGL2
void VTKViewer_OpenGLHelper::SetUniformMatrix (const GLint theLocation,
const vtkMatrix4x4* theMatrix) const
{
this->vglUniformMatrix4fvARB (theLocation, 1, GL_FALSE, data);
}
+#endif