public GLShader prepareTexture ( int tex , int tint ) { // if our GL context has been lost and regained we may need to recreate our core; we don't // destroy the old core because the underlying resources are gone and destroying using our // stale handles might result in destroying someone else's newly created resources if ( texEpoch != ctx . epoch ( ) ) { texCore = null ; } // create our core lazily so that we ensure we're on the GL thread when it happens if ( texCore == null ) { createCore ( ) ; } boolean justActivated = ctx . useShader ( this ) ; if ( justActivated ) { texCore . activate ( ctx . curFbufWidth , ctx . curFbufHeight ) ; if ( GLContext . STATS_ENABLED ) ctx . stats . shaderBinds ++ ; } texCore . prepare ( tex , tint , justActivated ) ; return this ; }
Prepares this shader to render the specified texture etc .