#include <mtypes.h>
Basically a linked collection of vertex and fragment shaders.
Data Fields | |
| GLenum | Type |
| Always GL_SHADER_PROGRAM (internal token). | |
| GLuint | Name |
| aka handle or ID | |
| GLint | RefCount |
| Reference count. | |
| GLboolean | DeletePending |
| GLuint | NumShaders |
| number of attached shaders | |
| struct gl_shader ** | Shaders |
| List of attached the shaders. | |
| struct gl_program_parameter_list * | Attributes |
| User-defined attribute bindings (glBindAttribLocation). | |
| struct gl_vertex_program * | VertexProgram |
| Linked vertex program. | |
| struct gl_fragment_program * | FragmentProgram |
| Linked fragment prog. | |
| struct gl_uniform_list * | Uniforms |
| struct gl_program_parameter_list * | Varying |
| GLboolean | LinkStatus |
| GL_LINK_STATUS. | |
| GLboolean | Validated |
| GLboolean | _Used |
| Ever used for drawing? | |
| GLchar * | InfoLog |
| GLenum gl_shader_program::Type |
Always GL_SHADER_PROGRAM (internal token).
| GLuint gl_shader_program::Name |
aka handle or ID
Reference count.
| GLboolean gl_shader_program::DeletePending |
number of attached shaders
struct gl_shader** gl_shader_program::Shaders [read] |
List of attached the shaders.
struct gl_program_parameter_list* gl_shader_program::Attributes [read] |
User-defined attribute bindings (glBindAttribLocation).
struct gl_vertex_program* gl_shader_program::VertexProgram [read] |
Linked vertex program.
struct gl_fragment_program* gl_shader_program::FragmentProgram [read] |
Linked fragment prog.
struct gl_uniform_list* gl_shader_program::Uniforms [read] |
struct gl_program_parameter_list* gl_shader_program::Varying [read] |
| GLboolean gl_shader_program::LinkStatus |
GL_LINK_STATUS.
| GLboolean gl_shader_program::Validated |
| GLboolean gl_shader_program::_Used |
Ever used for drawing?
| GLchar* gl_shader_program::InfoLog |
1.5.4