These were thrown if a GLSL shader had bad values for a texture parameter - the case that motivated this was a custom setup in production that would pass a CompoundData with no channels and an empty data window.
We can't let the exception propagate because addParametersToShaderSetup() is called during drawing and the exception would prevent the rest of the scene drawing and/or lead to a corrupted GL state.
These were thrown if a GLSL shader had bad values for a texture parameter - the case that motivated this was a custom setup in production that would pass a CompoundData with no channels and an empty data window.
We can't let the exception propagate because
addParametersToShaderSetup()
is called during drawing and the exception would prevent the rest of the scene drawing and/or lead to a corrupted GL state.