Back porting of setting unique ID for shader program used to manage resource in graphic driver.
//! Returns unique ID used to manage resource in graphic driver.
const TCollection_AsciiString& GetId() const { return myID; }
+ //! Sets unique ID used to manage resource in graphic driver.
+ //! WARNING! Graphic3d_ShaderProgram constructor generates a unique id for proper resource management;
+ //! however if application overrides it, it is responsibility of application to avoid name collisions.
+ void SetId (const TCollection_AsciiString& theId) { myID = theId; }
+
//! Returns GLSL header (version code and extensions).
const TCollection_AsciiString& Header() const { return myHeader; }
//! Fetches uniform variables from proxy shader program.
Standard_EXPORT Standard_Boolean ApplyVariables (const Handle(OpenGl_Context)& theCtx);
+ //! @return proxy shader program.
+ const Handle(Graphic3d_ShaderProgram)& Proxy() const { return myProxy; }
+
//! @return true if current object was initialized
inline bool IsValid() const
{