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#include "programHandle.h"
#include "glSource.h"
ProgramHandleBase::ProgramHandleBase(GLuint vs, GLuint fs) : viewProjection_uniform {}, model_uniform {}
{
glAttachShader(m_program, vs);
glAttachShader(m_program, fs);
glLinkProgram(m_program);
GLsource::CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");
glValidateProgram(m_program);
GLsource::CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
}
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