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| // This file is part of libigl, a simple c++ geometry processing library. | |
| // | |
| // Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com> | |
| // | |
| // This Source Code Form is subject to the terms of the Mozilla Public License | |
| // v. 2.0. If a copy of the MPL was not distributed with this file, You can | |
| // obtain one at http://mozilla.org/MPL/2.0/. | |
| IGL_INLINE bool igl::opengl::destroy_shader_program(const GLuint id) | |
| { | |
| // Don't try to destroy id == 0 (no shader program) | |
| if(id == 0) | |
| { | |
| fprintf(stderr,"Error: destroy_shader_program() id = %d" | |
| " but must should be positive\n",id); | |
| return false; | |
| } | |
| // Get each attached shader one by one and detach and delete it | |
| GLsizei count; | |
| // shader id | |
| GLuint s; | |
| do | |
| { | |
| // Try to get at most *1* attached shader | |
| glGetAttachedShaders(id,1,&count,&s); | |
| GLenum err = igl::opengl::report_gl_error(); | |
| if (GL_NO_ERROR != err) | |
| { | |
| return false; | |
| } | |
| // Check that we actually got *1* | |
| if(count == 1) | |
| { | |
| // Detach and delete this shader | |
| glDetachShader(id,s); | |
| glDeleteShader(s); | |
| } | |
| }while(count > 0); | |
| // Now that all of the shaders are gone we can just delete the program | |
| glDeleteProgram(id); | |
| return true; | |
| } | |
| // Explicit template instantiation | |