fprintf(stderr, "Unknown shader type.\n");
return false;
}
+ name = std::string(fname);
sdr = glCreateShader(stype);
/* compile */
destroy();
}
-void ShaderProgramGL::delete_shaders()
-{
- for(unsigned int i=0; i<(sizeof shaders) / (sizeof *shaders); ++i) {
- delete shaders[i];
- }
-}
-
bool ShaderProgramGL::create()
{
prog = glCreateProgram();
glDeleteProgram(prog);
prog = 0;
is_linked = false;
-
- delete_shaders();
}
void ShaderProgramGL::attach_shader(Shader *shader)