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[clinton/guile-figl.git] / upstream-doc / man3 / xhtml / glCreateProgram.xml
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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>glCreateProgram</title><meta name="generator" content="DocBook XSL Stylesheets V1.75.2" /></head><body><div class="refentry" title="glCreateProgram"><a id="glCreateProgram"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glCreateProgram — Creates a program 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">glCreateProgram</b>(</code></td><td><var class="pdparam">void</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1" title="Description"><a id="description"></a><h2>Description</h2><p><code class="function">glCreateProgram</code> creates an empty
5 program object and returns a non-zero value by which it can be
6 referenced. A program object is an object to which shader
7 objects can be attached. This provides a mechanism to specify
8 the shader objects that will be linked to create a program. It
9 also provides a means for checking the compatibility of the
10 shaders that will be used to create a program (for instance,
11 checking the compatibility between a vertex shader and a
12 fragment shader). When no longer needed as part of a program
13 object, shader objects can be detached.</p><p>One or more executables are created in a program object by
14 successfully attaching shader objects to it with
15 <a class="citerefentry" href="glAttachShader.xml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
16 successfully compiling the shader objects with
17 <a class="citerefentry" href="glCompileShader.xml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
18 and successfully linking the program object with
19 <a class="citerefentry" href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>.
20 These executables are made part of current state when
21 <a class="citerefentry" href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>
22 is called. Program objects can be deleted by calling
23 <a class="citerefentry" href="glDeleteProgram.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteProgram</span></span></a>.
24 The memory associated with the program object will be deleted
25 when it is no longer part of current rendering state for any
26 context.</p></div><div class="refsect1" title="Notes"><a id="notes"></a><h2>Notes</h2><p>Like buffer and texture objects, the name space for
27 program objects may be shared across a set of contexts, as long
28 as the server sides of the contexts share the same address
29 space. If the name space is shared across contexts, any attached
30 objects and the data associated with those attached objects are
31 shared as well.</p><p>Applications are responsible for providing the
32 synchronization across API calls when objects are accessed from
33 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 program object.</p></div><div class="refsect1" title="Associated Gets"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a class="citerefentry" href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
34 with the argument <code class="constant">GL_CURRENT_PROGRAM</code></p><p><a class="citerefentry" href="glGetActiveAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>
35 with a valid program object and the index of an active attribute
36 variable</p><p><a class="citerefentry" href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
37 with a valid program object and the index of an active uniform
38 variable</p><p><a class="citerefentry" href="glGetAttachedShaders.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttachedShaders</span></span></a>
39 with a valid program object</p><p><a class="citerefentry" href="glGetAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttribLocation</span></span></a>
40 with a valid program object and the name of an attribute
41 variable</p><p><a class="citerefentry" href="glGetProgram.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a>
42 with a valid program object and the parameter to be queried</p><p><a class="citerefentry" href="glGetProgramInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>
43 with a valid program object</p><p><a class="citerefentry" href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
44 with a valid program object and the location of a uniform
45 variable</p><p><a class="citerefentry" href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
46 with a valid program object and the name of a uniform
47 variable</p><p><a class="citerefentry" href="glIsProgram.xml"><span class="citerefentry"><span class="refentrytitle">glIsProgram</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>,
48 <a class="citerefentry" href="glBindAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glBindAttribLocation</span></span></a>,
49 <a class="citerefentry" href="glCreateShader.xml"><span class="citerefentry"><span class="refentrytitle">glCreateShader</span></span></a>,
50 <a class="citerefentry" href="glDeleteProgram.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteProgram</span></span></a>,
51 <a class="citerefentry" href="glDetachShader.xml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
52 <a class="citerefentry" href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
53 <a class="citerefentry" href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>,
54 <a class="citerefentry" href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>,
55 <a class="citerefentry" href="glValidateProgram.xml"><span class="citerefentry"><span class="refentrytitle">glValidateProgram</span></span></a></p></div><div class="refsect1" title="Copyright"><a id="Copyright"></a><h2>Copyright</h2><p>
56 Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
57 This material may be distributed subject to the terms and conditions set forth in
58 the Open Publication License, v 1.0, 8 June 1999.
59 <a class="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
60 </p></div></div></body></html>