+
+ uint shaderCount = 0;
+ for (uint c = 0; c < sharingContexts.size(); c++)
+ {
+ vogl_gl_object_state_ptr_vec shaderObjects;
+ sharingContexts[c]->get_all_objects_of_category(cGLSTShader, shaderObjects);
+
+ shaderCount += add_shader_objects(shaderObjects);
+ }
+
+ return shaderCount;
+}
+
+uint vogleditor_QShaderExplorer::add_shader_objects(vogl_gl_object_state_ptr_vec objects)
+{
+ m_objects.append(objects);