packages/pyglGA/ext/Shader.py
def apply2VertexArray(self, vertexArray:VertexArray):
        """
        Main GPU rendering is initiated when a vertexArray node is encountered and if a Shader/Shaderdecorator 
        and RenderMesh components are present 

        method to be subclassed for  behavioral or logic computation 
        when visits RenderMesh Components of the parent EntityNode. 
        Separate SystemDecorator is needed for each case, e.g. for rendering with GL 
        vertex and fragment Shaders: RenderShaderSystem
        
        Actuall RenderShaderSystem rendering is initiated in this update call, according to following pseudocode:
        """
        parentEntity = vertexArray.parent
        compRenderMesh = parentEntity.getChildByType(RenderMesh.getClassName())
        compShader = parentEntity.getChildByType(Shader.getClassName())
        if not compShader:
            compShader = parentEntity.getChildByType(ShaderGLDecorator.getClassName())
        
        if (vertexArray and compRenderMesh and compShader):
            self.render(vertexArray, compRenderMesh, compShader)

        Main GPU rendering is initiated when a vertexArray node is encountered and if a Shader/Shaderdecorator 
        and RenderMesh components are present 

        method to be subclassed for  behavioral or logic computation 
        when visits RenderMesh Components of the parent EntityNode. 
        Separate SystemDecorator is needed for each case, e.g. for rendering with GL 
        vertex and fragment Shaders: RenderShaderSystem
        
        Actuall RenderShaderSystem rendering is initiated in this update call, according to following pseudocode:
        
Main GPU rendering is initiated when a vertexArray node is encountered and if a Shader/Shaderdecorator
and RenderMesh components are present

method to be subclassed for  behavioral or logic computation
when visits RenderMesh Components of the parent EntityNode.
Separate SystemDecorator is needed for each case, e.g. for rendering with GL
vertex and fragment Shaders: RenderShaderSystem

Actuall RenderShaderSystem rendering is initiated in this update call, according to following pseudocode.
Main GPU rendering is initiated when a vertexArray node is encountered and if a Shader / Shaderdecorator and RenderMesh components are present method to be subclassed for behavioral or logic computation when visits RenderMesh Components of the parent EntityNode . Separate SystemDecorator is needed for each case e . g . for rendering with GL vertex and fragment Shaders : RenderShaderSystem Actuall RenderShaderSystem rendering is initiated in this update call according to following pseudocode .
def apply2VertexArray(self, vertexArray:VertexArray):
        parentEntity = vertexArray.parent
        compRenderMesh = parentEntity.getChildByType(RenderMesh.getClassName())
        compShader = parentEntity.getChildByType(Shader.getClassName())
        if not compShader:
            compShader = parentEntity.getChildByType(ShaderGLDecorator.getClassName())
        if (vertexArray and compRenderMesh and compShader):
            self.render(vertexArray, compRenderMesh, compShader)
def apply2VertexArray ( self , vertexArray : VertexArray ) : parentEntity = vertexArray . parent compRenderMesh = parentEntity . getChildByType ( RenderMesh . getClassName ( ) ) compShader = parentEntity . getChildByType ( Shader . getClassName ( ) ) if not compShader : compShader = parentEntity . getChildByType ( ShaderGLDecorator . getClassName ( ) ) if ( vertexArray and compRenderMesh and compShader ) : self . render ( vertexArray , compRenderMesh , compShader )
Main GPU rendering is initiated when a vertexArray node is encountered and if a Shader/Shaderdecorator
and RenderMesh components are present
Main GPU rendering is initiated when a vertexArray node is encountered and if a Shader / Shaderdecorator and RenderMesh components are present
"""
        Main GPU rendering is initiated when a vertexArray node is encountered and if a Shader/Shaderdecorator 
        and RenderMesh components are present 

        method to be subclassed for  behavioral or logic computation 
        when visits RenderMesh Components of the parent EntityNode. 
        Separate SystemDecorator is needed for each case, e.g. for rendering with GL 
        vertex and fragment Shaders: RenderShaderSystem
        
        Actuall RenderShaderSystem rendering is initiated in this update call, according to following pseudocode:
        """
self
vertexArray
VertexArray