rename upstream-man-pages to upstream-doc
[clinton/guile-figl.git] / upstream-doc / man3 / xhtml / glCreateShader.xml
CommitLineData
7faf1d71
AW
1<?xml version="1.0" encoding="UTF-8"?>
2<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "xhtml1-transitional.dtd">
3<!-- saved from url=(0013)about:internet -->
4<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glCreateShader</title><meta name="generator" content="DocBook XSL Stylesheets V1.75.2" /></head><body><div class="refentry" title="glCreateShader"><a id="glCreateShader"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glCreateShader — Creates a shader object</p></div><div class="refsynopsisdiv" title="C Specification"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">GLuint <b class="fsfunc">glCreateShader</b>(</code></td><td>GLenum <var class="pdparam">shaderType</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1" title="Parameters"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>shaderType</code></em></span></dt><dd><p>Specifies the type of shader to be created.
5 Must be one of <code class="constant">GL_VERTEX_SHADER</code>,
6 <code class="constant">GL_GEOMETRY_SHADER</code>
7 or <code class="constant">GL_FRAGMENT_SHADER</code>.</p></dd></dl></div></div><div class="refsect1" title="Description"><a id="description"></a><h2>Description</h2><p><code class="function">glCreateShader</code> creates an empty
8 shader object and returns a non-zero value by which it can be
9 referenced. A shader object is used to maintain the source code
10 strings that define a shader. <em class="parameter"><code>shaderType</code></em>
11 indicates the type of shader to be created. Three types of shaders
12 are supported. A shader of type
13 <code class="constant">GL_VERTEX_SHADER</code> is a shader that is
14 intended to run on the programmable vertex processor. A shader of type
15 <code class="constant">GL_GEOMETRY_SHADER</code> is a shader that is intended to
16 run on the programmable geometry processor. A shader of
17 type <code class="constant">GL_FRAGMENT_SHADER</code> is a shader that is
18 intended to run on the programmable fragment processor.</p><p>When created, a shader object's
19 <code class="constant">GL_SHADER_TYPE</code> parameter is set to either
20 <code class="constant">GL_VERTEX_SHADER</code>, <code class="constant">GL_GEOMETRY_SHADER</code>
21 or <code class="constant">GL_FRAGMENT_SHADER</code>, depending on the value
22 of <em class="parameter"><code>shaderType</code></em>.</p></div><div class="refsect1" title="Notes"><a id="notes"></a><h2>Notes</h2><p>Like buffer and texture objects, the name space for
23 shader objects may be shared across a set of contexts, as long
24 as the server sides of the contexts share the same address
25 space. If the name space is shared across contexts, any attached
26 objects and the data associated with those attached objects are
27 shared as well.</p><p>Applications are responsible for providing the
28 synchronization across API calls when objects are accessed from
29 different execution threads.</p></div><div class="refsect1" title="Errors"><a id="errors"></a><h2>Errors</h2><p>This function returns 0 if an error occurs creating the
30 shader object.</p><p><code class="constant">GL_INVALID_ENUM</code> is generated if
31 <em class="parameter"><code>shaderType</code></em> is not an accepted value.</p></div><div class="refsect1" title="Associated Gets"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a class="citerefentry" href="glGetShader.xml"><span class="citerefentry"><span class="refentrytitle">glGetShader</span></span></a>
32 with a valid shader object and the parameter to be queried</p><p><a class="citerefentry" href="glGetShaderInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>
33 with a valid shader object</p><p><a class="citerefentry" href="glGetShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>
34 with a valid shader object</p><p><a class="citerefentry" href="glIsShader.xml"><span class="citerefentry"><span class="refentrytitle">glIsShader</span></span></a></p></div><div class="refsect1" title="See Also"><a id="seealso"></a><h2>See Also</h2><p><a class="citerefentry" href="glAttachShader.xml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
35 <a class="citerefentry" href="glCompileShader.xml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
36 <a class="citerefentry" href="glDeleteShader.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteShader</span></span></a>,
37 <a class="citerefentry" href="glDetachShader.xml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
38 <a class="citerefentry" href="glShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>
39 </p></div><div class="refsect1" title="Copyright"><a id="Copyright"></a><h2>Copyright</h2><p>
40 Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
41 This material may be distributed subject to the terms and conditions set forth in
42 the Open Publication License, v 1.0, 8 June 1999.
43 <a class="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
44 </p></div></div></body></html>