include more low-level bindings
[clinton/guile-figl.git] / upstream-man-pages / man3 / glAttachShader.xml
1 <?xml version="1.0" encoding="UTF-8"?>
2 <!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
3 "http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
4 <refentry id="glAttachShader">
5 <refmeta>
6 <refentrytitle>glAttachShader</refentrytitle>
7 <manvolnum>3G</manvolnum>
8 </refmeta>
9 <refnamediv>
10 <refname>glAttachShader</refname>
11 <refpurpose>Attaches a shader object to a program object</refpurpose>
12 </refnamediv>
13 <refsynopsisdiv><title>C Specification</title>
14 <funcsynopsis>
15 <funcprototype>
16 <funcdef>void <function>glAttachShader</function></funcdef>
17 <paramdef>GLuint <parameter>program</parameter></paramdef>
18 <paramdef>GLuint <parameter>shader</parameter></paramdef>
19 </funcprototype>
20 </funcsynopsis>
21 </refsynopsisdiv>
22 <refsect1 id="parameters"><title>Parameters</title>
23 <variablelist>
24 <varlistentry>
25 <term><parameter>program</parameter></term>
26 <listitem>
27 <para>Specifies the program object to which a shader
28 object will be attached.</para>
29 </listitem>
30
31 </varlistentry>
32 <varlistentry>
33 <term><parameter>shader</parameter></term>
34 <listitem>
35 <para>Specifies the shader object that is to be attached.</para>
36 </listitem>
37 </varlistentry>
38 </variablelist>
39 </refsect1>
40 <refsect1 id="description"><title>Description</title>
41 <para>In order to create a complete shader program, there must be a way to
42 specify the list of things that will be linked together. Program
43 objects provide this mechanism. Shaders that are to be linked
44 together in a program object must first be attached to that
45 program object. <function>glAttachShader</function> attaches the
46 shader object specified by <parameter>shader</parameter> to the
47 program object specified by <parameter>program</parameter>. This
48 indicates that <parameter>shader</parameter> will be included in
49 link operations that will be performed on
50 <parameter>program</parameter>.</para>
51
52 <para>All operations that can be performed on a shader object
53 are valid whether or not the shader object is attached to a
54 program object. It is permissible to attach a shader object to a
55 program object before source code has been loaded into the
56 shader object or before the shader object has been compiled. It
57 is permissible to attach multiple shader objects of the same
58 type because each may contain a portion of the complete shader.
59 It is also permissible to attach a shader object to more than
60 one program object. If a shader object is deleted while it is
61 attached to a program object, it will be flagged for deletion,
62 and deletion will not occur until
63 <citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>
64 is called to detach it from all program objects to which it is
65 attached.</para>
66 </refsect1>
67 <refsect1 id="errors"><title>Errors</title>
68 <para><constant>GL_INVALID_VALUE</constant> is generated if either
69 <parameter>program</parameter> or <parameter>shader</parameter>
70 is not a value generated by OpenGL.</para>
71
72 <para><constant>GL_INVALID_OPERATION</constant> is generated if
73 <parameter>program</parameter> is not a program object.</para>
74
75 <para><constant>GL_INVALID_OPERATION</constant> is generated if
76 <parameter>shader</parameter> is not a shader object.</para>
77
78 <para><constant>GL_INVALID_OPERATION</constant> is generated if
79 <parameter>shader</parameter> is already attached to
80 <parameter>program</parameter>.</para>
81
82 </refsect1>
83 <refsect1 id="associatedgets"><title>Associated Gets</title>
84 <para>
85 <citerefentry><refentrytitle>glGetAttachedShaders</refentrytitle></citerefentry>
86 with the handle of a valid program object
87 </para>
88 <para>
89 <citerefentry><refentrytitle>glGetShaderInfoLog</refentrytitle></citerefentry>
90 </para>
91 <para>
92 <citerefentry><refentrytitle>glGetShaderSource</refentrytitle></citerefentry>
93 </para>
94 <para>
95 <citerefentry><refentrytitle>glIsProgram</refentrytitle></citerefentry>
96 </para>
97 <para>
98 <citerefentry><refentrytitle>glIsShader</refentrytitle></citerefentry>
99 </para>
100 </refsect1>
101 <refsect1 id="seealso"><title>See Also</title>
102 <para>
103 <citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
104 <citerefentry><refentrytitle>glCreateShader</refentrytitle></citerefentry>,
105 <citerefentry><refentrytitle>glDeleteShader</refentrytitle></citerefentry>,
106 <citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>,
107 <citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>,
108 <citerefentry><refentrytitle>glShaderSource</refentrytitle></citerefentry>
109 </para>
110 </refsect1>
111 <refsect1 id="Copyright"><title>Copyright</title>
112 <para>
113 Copyright <trademark class="copyright"></trademark> 2003-2005 3Dlabs Inc. Ltd.
114 This material may be distributed subject to the terms and conditions set forth in
115 the Open Publication License, v 1.0, 8 June 1999.
116 <ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
117 </para>
118 </refsect1>
119 </refentry>