- bool CGLSLShader::LinkShader(void)
- {
- glAttachShader(hProgram, hVertShader);
- glAttachShader(hProgram, hFragShader);
- glLinkProgram(hProgram);
- GLint res = 0;
- glGetProgramiv(hProgram, GL_LINK_STATUS, &res);
- if(res == GL_FALSE)
- return false;
- unsigned short a;
- for(a=0; a<VertexFormat.AttributesMax; ++a)
- VertexFormat.Attributes[a].glID = glGetAttribLocation(hProgram, VertexFormat.Attributes[a].Name.c_str());
- return true;
- }