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