do not keep Shader objects around after building the Program
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4096a53edc
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cf06b6a945
@ -10,10 +10,6 @@ using namespace std;
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shared_ptr<glcxx::Array> array1;
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shared_ptr<glcxx::Array> array2;
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shared_ptr<glcxx::Shader> vs;
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shared_ptr<glcxx::Shader> vs2;
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shared_ptr<glcxx::Shader> fs;
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shared_ptr<glcxx::Shader> fs2;
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shared_ptr<glcxx::Program> program;
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shared_ptr<glcxx::Program> program2;
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shared_ptr<glcxx::Buffer> buffer;
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@ -28,13 +24,16 @@ bool init(void)
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array1 = make_shared<glcxx::Array>();
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array2 = make_shared<glcxx::Array>();
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vs = glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert.glsl");
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fs = glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl");
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program = glcxx::Program::create(vs, fs, "position", 0);
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program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag.glsl"),
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"position", 0);
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vs2 = glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl");
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fs2 = glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl");
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program2 = glcxx::Program::create(vs2, fs2, "position", 0, "color", 1);
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program2 = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "test/vert2.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "test/frag2.glsl"),
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"position", 0,
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"color", 1);
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GLfloat coords[] = {
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-0.5, -0.5,
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