- ... // Vertex, Fragment, Geomerty - Shader werden compilt
- GLuint tc = glCreateShader(GL_TESS_CONTROL_SHADER);
- const char * tcs = "...";
- glShaderSource(tc, 1, &tcs, NULL);
- glCompileShader(tc);
- GLint infoLogLength;
- glGetShaderiv(tc, GL_INFO_LOG_LENGTH, &infoLogLength);
- GLchar* strInfoLog = new GLchar[infoLogLength + 1];
- glGetShaderInfoLog(tc, infoLogLength, NULL, strInfoLog);
- fprintf(stderr, "Compilation error in shader: %s\n", strInfoLog);
- delete[] strInfoLog;
- ...// Das gleiche mit Tessellation Evaluation Shader
- GLuint p = glCreateProgram();
- glAttachShader(p,v);
- glAttachShader(p,f);
- glAttachShader(p,g);
- glAttachShader(p,tc);
- glAttachShader(p,te);
- glLinkProgram(p);
- glUseProgram(p);