#include "destroy_shader_program.h" #ifndef IGL_NO_OPENGL #include #include "report_gl_error.h" IGL_INLINE bool igl::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::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; } #endif