glGetAttachedShaders — Returns the handles of the shader objects attached to a program object
void glGetAttachedShaders( | GLuint | program, |
GLsizei | maxCount, | |
GLsizei * | count, | |
GLuint * | shaders) ; |
program
Specifies the program object to be queried.
maxCount
Specifies the size of the array for storing the returned object names.
count
Returns the number of names actually returned
in objects
.
shaders
Specifies an array that is used to return the names of attached shader objects.
glGetAttachedShaders
returns the
names of the shader objects attached to
program
. The names of shader objects that
are attached to program
will be returned
in shaders.
The actual number of shader
names written into shaders
is returned in
count.
If no shader objects are attached
to program
, count
is set to 0. The maximum number of shader names that may be
returned in shaders
is specified by
maxCount
.
If the number of names actually returned is not required
(for instance, if it has just been obtained by calling
glGetProgram),
a value of NULL
may be passed for count. If
no shader objects are attached to
program
, a value of 0 will be returned in
count
. The actual number of attached
shaders can be obtained by calling
glGetProgram
with the value GL_ATTACHED_SHADERS
.
GL_INVALID_VALUE
is generated if
program
is not a value generated by
OpenGL.
GL_INVALID_OPERATION
is generated if
program
is not a program object.
GL_INVALID_VALUE
is generated if
maxCount
is less than 0.
GL_INVALID_OPERATION
is generated if
glGetAttachedShaders
is executed between the execution of
glBegin
and the corresponding execution of
glEnd.
Copyright © 2003-2005 3Dlabs Inc. Ltd. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.