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glcreateprogram(3g) [centos man page]

GLCREATEPROGRAM(3G)						   OpenGL Manual					       GLCREATEPROGRAM(3G)

NAME
glCreateProgram - Creates a program object C SPECIFICATION
GLuint glCreateProgram(void); DESCRIPTION
glCreateProgram creates an empty program object and returns a non-zero value by which it can be referenced. A program object is an object to which shader objects can be attached. This provides a mechanism to specify the shader objects that will be linked to create a program. It also provides a means for checking the compatibility of the shaders that will be used to create a program (for instance, checking the compatibility between a vertex shader and a fragment shader). When no longer needed as part of a program object, shader objects can be detached. One or more executables are created in a program object by successfully attaching shader objects to it with glAttachShader(), successfully compiling the shader objects with glCompileShader(), and successfully linking the program object with glLinkProgram(). These executables are made part of current state when glUseProgram() is called. Program objects can be deleted by calling glDeleteProgram(). The memory associated with the program object will be deleted when it is no longer part of current rendering state for any context. NOTES
Like buffer and texture objects, the name space for program objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well. Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads. ERRORS
This function returns 0 if an error occurs creating the program object. ASSOCIATED GETS
glGet() with the argument GL_CURRENT_PROGRAM glGetActiveAttrib() with a valid program object and the index of an active attribute variable glGetActiveUniform() with a valid program object and the index of an active uniform variable glGetAttachedShaders() with a valid program object glGetAttribLocation() with a valid program object and the name of an attribute variable glGetProgram() with a valid program object and the parameter to be queried glGetProgramInfoLog() with a valid program object glGetUniform() with a valid program object and the location of a uniform variable glGetUniformLocation() with a valid program object and the name of a uniform variable glIsProgram() SEE ALSO
glAttachShader(), glBindAttribLocation(), glCreateShader(), glDeleteProgram(), glDetachShader(), glLinkProgram(), glUniform(), glUseProgram(), glValidateProgram() COPYRIGHT
Copyright (C) 2003-2005 3Dlabs Inc. Ltd. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/. AUTHORS
opengl.org opengl.org 06/10/2014 GLCREATEPROGRAM(3G)

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GLATTACHSHADER(3G)						    OpenGL 3.3							GLATTACHSHADER(3G)

NAME
glAttachShader - Attaches a shader object to a program object C SPECIFICATION
void glAttachShader(GLuint program, GLuint shader); 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. glAttachShader 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 glDetachShader() 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
glGetAttachedShaders() with the handle of a valid program object glGetShaderInfoLog() glGetShaderSource() glIsProgram() glIsShader() SEE ALSO
glCompileShader(), glCreateShader(), glDeleteShader(), glDetachShader(), glLinkProgram(), glShaderSource() COPYRIGHT
Copyright (C) 2003-2005 3Dlabs Inc. Ltd. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/. OpenGL 3.3 03/08/2011 GLATTACHSHADER(3G)
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