mCurrentProgram = 0;
mCompileStatus = GL_TRUE;
mLinkStatus = GL_TRUE;
-
+ mNumberOfActiveUniforms = 0;
mGetAttribLocationResult = 0;
mGetErrorResult = 0;
mGetStringResult = NULL;
mLastShaderIdUsed = 0;
mLastProgramIdUsed = 0;
mLastUniformIdUsed = 0;
+ mLastDepthMask = false;
mUniforms.clear();
mProgramUniforms1i.clear();
mProgramUniforms3f.clear();
mProgramUniforms4f.clear();
+ mCullFaceTrace.Reset();
+ mDepthFunctionTrace.Reset();
+ mEnableDisableTrace.Reset();
+ mShaderTrace.Reset();
+ mStencilFunctionTrace.Reset();
+ mTextureTrace.Reset();
+ mTexParamaterTrace.Reset();
+ mDrawTrace.Reset();
+
for( unsigned int i=0; i<MAX_ATTRIBUTE_CACHE_SIZE; ++i )
{
mVertexAttribArrayState[i] = false;