// function : BuildShader
// purpose :
// =======================================================================
-void OpenGl_AspectText::Resources::BuildShader (const Handle(OpenGl_Workspace)& theWS,
+void OpenGl_AspectText::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);
}