// function : BuildTexture
// purpose :
// =======================================================================
-void OpenGl_AspectFace::Resources::BuildTexture (const Handle(OpenGl_Workspace)& theWS,
+void OpenGl_AspectFace::Resources::BuildTexture (const Handle(OpenGl_Context)& theCtx,
const Handle(Graphic3d_TextureMap)& theTexture)
{
- const Handle(OpenGl_Context)& aContext = theWS->GetGlContext();
-
// release old texture resource
if (!Texture.IsNull())
{
if (TextureId.IsEmpty())
{
- aContext->DelayedRelease (Texture);
+ theCtx->DelayedRelease (Texture);
Texture.Nullify();
}
else
{
Texture.Nullify(); // we need nullify all handles before ReleaseResource() call
- aContext->ReleaseResource (TextureId, Standard_True);
+ theCtx->ReleaseResource (TextureId, Standard_True);
}
}
if (!theTexture.IsNull())
{
- if (TextureId.IsEmpty() || !aContext->GetResource<Handle(OpenGl_Texture)> (TextureId, Texture))
+ if (TextureId.IsEmpty() || !theCtx->GetResource<Handle(OpenGl_Texture)> (TextureId, Texture))
{
Texture = new OpenGl_Texture (theTexture->GetParams());
Handle(Image_PixMap) anImage = theTexture->GetImage();
if (!anImage.IsNull())
{
- Texture->Init (aContext, *anImage.operator->(), theTexture->Type());
+ Texture->Init (theCtx, *anImage.operator->(), theTexture->Type());
}
if (!TextureId.IsEmpty())
{
- aContext->ShareResource (TextureId, Texture);
+ theCtx->ShareResource (TextureId, Texture);
}
}
}
// function : BuildShader
// purpose :
// =======================================================================
-void OpenGl_AspectFace::Resources::BuildShader (const Handle(OpenGl_Workspace)& theWS,
+void OpenGl_AspectFace::Resources::BuildShader (const Handle(OpenGl_Context)& theCtx,
const Handle(Graphic3d_ShaderProgram)& theShader)
{
- const Handle(OpenGl_Context)& aContext = theWS->GetGlContext();
- if (!aContext->IsGlGreaterEqual (2, 0))
+ if (!theCtx->IsGlGreaterEqual (2, 0))
{
return;
}
// release old shader program resources
if (!ShaderProgram.IsNull())
{
- aContext->ShaderManager()->Unregister (ShaderProgramId, ShaderProgram);
+ theCtx->ShaderManager()->Unregister (ShaderProgramId, ShaderProgram);
ShaderProgramId.Clear();
ShaderProgram.Nullify();
}
return;
}
- aContext->ShaderManager()->Create (theShader, ShaderProgramId, ShaderProgram);
+ theCtx->ShaderManager()->Create (theShader, ShaderProgramId, ShaderProgram);
}