| 87 | } while(0) |
| 88 | |
| 89 | void attachAndLinkProgram(GLuint pProgram, Shaders pShaders) |
| 90 | { |
| 91 | glAttachShader(pProgram, pShaders.vertex); |
| 92 | glAttachShader(pProgram, pShaders.fragment); |
| 93 | if (pShaders.geometry>0) { |
| 94 | glAttachShader(pProgram, pShaders.geometry); |
| 95 | } |
| 96 | |
| 97 | glLinkProgram(pProgram); |
| 98 | GLint linked; |
| 99 | glGetProgramiv(pProgram,GL_LINK_STATUS, &linked); |
| 100 | if (!linked) { |
| 101 | std::cerr << "Program did not link." << std::endl; |
| 102 | FG_COMPILE_LINK_ERROR(pProgram, Program); |
| 103 | } |
| 104 | } |
| 105 | |
| 106 | Shaders loadShaders(const char* pVertexShaderSrc, |
| 107 | const char* pFragmentShaderSrc, |