Files
OrcaSlicer-bambulab/src/libigl/igl/opengl/destroy_shader_program.cpp
tamasmeszaros 2ae2672ee9 Building igl statically and moving to the dep scripts
Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
2019-06-19 14:52:55 +02:00

51 lines
1.3 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include "destroy_shader_program.h"
#include "report_gl_error.h"
#include <cstdio>
IGL_INLINE bool igl::opengl::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::opengl::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;
}
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
#endif