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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 - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.69.1" /></head><body><div class="refentry" lang="en" xml:lang="en"><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"><h2>C Specification</h2><div class="funcsynopsis"><p><code class="funcdef">GLuint <b class="fsfunc">glCreateShader</b>(</code>GLenum <var class="pdparam">shaderType</var><code>)</code>;</p></div></div><div class="refsect1" lang="en" xml:lang="en"><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_TESS_CONTROL_SHADER</code>,
7 <code class="constant">GL_TESS_EVALUATION_SHADER</code>,
8 <code class="constant">GL_GEOMETRY_SHADER</code>,
9 or <code class="constant">GL_FRAGMENT_SHADER</code>.</p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p><code class="function">glCreateShader</code> creates an empty
10 shader object and returns a non-zero value by which it can be
11 referenced. A shader object is used to maintain the source code
12 strings that define a shader. <em class="parameter"><code>shaderType</code></em>
13 indicates the type of shader to be created. Five types of shader
14 are supported. A shader of type
15 <code class="constant">GL_VERTEX_SHADER</code> is a shader that is
16 intended to run on the programmable vertex processor.
17 A shader of type <code class="constant">GL_TESS_CONTROL_SHADER</code> is a shader that
18 is intended to run on the programmable tessellation processor in the control stage.
19 A shader of type <code class="constant">GL_TESS_EVALUATION_SHADER</code> is a shader that
20 is intended to run on the programmable tessellation processor in the evaluation stage.
21 A shader of type
22 <code class="constant">GL_GEOMETRY_SHADER</code> is a shader that is intended to
23 run on the programmable geometry processor. A shader of
24 type <code class="constant">GL_FRAGMENT_SHADER</code> is a shader that is
25 intended to run on the programmable fragment processor.</p><p>When created, a shader object's
26 <code class="constant">GL_SHADER_TYPE</code> parameter is set to either
27 <code class="constant">GL_VERTEX_SHADER</code>, <code class="constant">GL_TESS_CONTROL_SHADER</code>,
28 <code class="constant">GL_TESS_EVALUATION_SHADER</code>, <code class="constant">GL_GEOMETRY_SHADER</code>
29 or <code class="constant">GL_FRAGMENT_SHADER</code>, depending on the value
30 of <em class="parameter"><code>shaderType</code></em>.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p>Like buffer and texture objects, the name space for
31 shader objects may be shared across a set of contexts, as long
32 as the server sides of the contexts share the same address
33 space. If the name space is shared across contexts, any attached
34 objects and the data associated with those attached objects are
35 shared as well.</p><p>Applications are responsible for providing the
36 synchronization across API calls when objects are accessed from
37 different execution threads.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p>This function returns 0 if an error occurs creating the
38 shader object.</p><p><code class="constant">GL_INVALID_ENUM</code> is generated if
39 <em class="parameter"><code>shaderType</code></em> is not an accepted value.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a href="glGetShader.xml"><span class="citerefentry"><span class="refentrytitle">glGetShader</span></span></a>
40 with a valid shader object and the parameter to be queried</p><p><a href="glGetShaderInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>
41 with a valid shader object</p><p><a href="glGetShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>
42 with a valid shader object</p><p><a href="glIsShader.xml"><span class="citerefentry"><span class="refentrytitle">glIsShader</span></span></a></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p><a href="glAttachShader.xml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
43 <a href="glCompileShader.xml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
44 <a href="glDeleteShader.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteShader</span></span></a>,
45 <a href="glDetachShader.xml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
46 <a href="glShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>
47 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
48 Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
49 This material may be distributed subject to the terms and conditions set forth in
50 the Open Publication License, v 1.0, 8 June 1999.
51 <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
52 </p></div></div></body></html>