Using Shaders
In "Modern" OpenGL |
Prof. David Bernstein
|
Computer Science Department |
bernstdh@jmu.edu |
GLuint glCreateShader(GLenum shaderType)
void glShaderSource(GLuint shaderID,
GLsizei count,
const GLchar **source,
const GLint *length)
void glCompileShader(GLuint shaderID)
void glGetShaderiv(GLuint shaderID,
GLenum paramname,
GLint *params)
void glGetShaderInfoLog(GLuint shaderID,
GLsizei maxLength, GLsizei *actualLength,
GLchar *message)
GLuint glCreateProgram(void)
void glAttachShader(GLuint programID,
GLuint shaderID)
void glLinkProgram(GLuint programID)
void glGetProgramiv(GLuint programID,
GLenum paramname,
GLint *params)
void glGetProgramInfoLog(GLuint programID,
GLsizei maxLength, GLsizei *actualLength,
GLchar *message)
void glDetachShader(GLuint programID,
GLuint shaderID)
and
void glDeleteShader(GLuint id)