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Gl
ACTIVE_ATTRIBUTE_MAX_LENGTH
ACTIVE_ATTRIBUTES
ACTIVE_UNIFORM_MAX_LENGTH
ACTIVE_UNIFORMS
ATTACHED_SHADERS
AttachShader
BindAttribLocation
COMPILE_STATUS
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Gl.AttachShader (gb.opengl.glsl)

Static Sub AttachShader ( Program As Integer, Shader As Integer )

Attaches a shader object to a program object.

Parameters

program

Specifies the program object to which a shader object will be attached.
shader

Specifies the shader object that is to be attached.

Description

In order to create a complete shader program, there must be a way to specify the list of things that will be linked together. Program objects provide this mechanism. Shaders that are to be linked together in a program object must first be attached to that program object. Gl.AttachShader attaches the shader object specified by shader to the program object specified by program. This indicates that shader will be included in link operations that will be performed on program.

All operations that can be performed on a shader object are valid whether or not the shader object is attached to a program object. It is permissible to attach a shader object to a program object before source code has been loaded into the shader object or before the shader object has been compiled. It is permissible to attach multiple shader objects of the same type because each may contain a portion of the complete shader. It is also permissible to attach a shader object to more than one program object. If a shader object is deleted while it is attached to a program object, it will be flagged for deletion, and deletion will not occur until Gl.DetachShader is called to detach it from all program objects to which it is attached.

Errors

Gl.INVALID_VALUE is generated if either program or shader is not a value generated by OpenGL.

Gl.INVALID_OPERATION is generated if program is not a program object.

Gl.INVALID_OPERATION is generated if shader is not a shader object.

Gl.INVALID_OPERATION is generated if shader is already attached to program.

Associated Gets

Gl.GetAttachedShaders with the handle of a valid program object

Gl.GetShaderInfoLog

Gl.GetShaderSource

Gl.IsProgram

Gl.IsShader

See also

See original documentation on OpenGL website