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I'm trying to do some low-level OpenGL rendering onto a separate PGraphics buffer for a library I'm rewriting, and I've run into an issue where I can get my geometry to render on the separate PGraphics buffer, and if I bind a PShader, it will work, but I can't set any uniforms on the PShader, since it appears that the PShader.set() is only capable of acting on the main window's PGL instance. Is that accurate? Is there a workaround other than to just run the uniform setting calls directly from the separate PGraphics' PGL?