|
glGetAttachedShaders — Returns the handles of the shader objects attached to a program object
void glGetAttachedShaders( | GLuint | program, |
| GLsizei | maxCount, | |
| GLsizei * | count, | |
| GLuint * | shaders); |
programSpecifies the program object to be queried.
maxCountSpecifies the size of the array for storing the returned object names.
countReturns the number of names actually returned
in objects.
shadersSpecifies 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/.