--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
+ "http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
+<refentry id="glCreateShader">
+ <refmeta>
+ <refentrytitle>glCreateShader</refentrytitle>
+ <manvolnum>3G</manvolnum>
+ </refmeta>
+ <refnamediv>
+ <refname>glCreateShader</refname>
+ <refpurpose>Creates a shader object</refpurpose>
+ </refnamediv>
+ <refsynopsisdiv><title>C Specification</title>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>GLuint <function>glCreateShader</function></funcdef>
+ <paramdef>GLenum <parameter>shaderType</parameter></paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsynopsisdiv>
+ <refsect1 id="parameters"><title>Parameters</title>
+ <variablelist>
+ <varlistentry>
+ <term><parameter>shaderType</parameter></term>
+ <listitem>
+ <para>Specifies the type of shader to be created.
+ Must be one of <constant>GL_VERTEX_SHADER</constant>,
+ <constant>GL_TESS_CONTROL_SHADER</constant>,
+ <constant>GL_TESS_EVALUATION_SHADER</constant>,
+ <constant>GL_GEOMETRY_SHADER</constant>,
+ or <constant>GL_FRAGMENT_SHADER</constant>.</para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </refsect1>
+ <refsect1 id="description"><title>Description</title>
+ <para><function>glCreateShader</function> creates an empty
+ shader object and returns a non-zero value by which it can be
+ referenced. A shader object is used to maintain the source code
+ strings that define a shader. <parameter>shaderType</parameter>
+ indicates the type of shader to be created. Five types of shader
+ are supported. A shader of type
+ <constant>GL_VERTEX_SHADER</constant> is a shader that is
+ intended to run on the programmable vertex processor.
+ A shader of type <constant>GL_TESS_CONTROL_SHADER</constant> is a shader that
+ is intended to run on the programmable tessellation processor in the control stage.
+ A shader of type <constant>GL_TESS_EVALUATION_SHADER</constant> is a shader that
+ is intended to run on the programmable tessellation processor in the evaluation stage.
+ A shader of type
+ <constant>GL_GEOMETRY_SHADER</constant> is a shader that is intended to
+ run on the programmable geometry processor. A shader of
+ type <constant>GL_FRAGMENT_SHADER</constant> is a shader that is
+ intended to run on the programmable fragment processor.</para>
+
+ <para>When created, a shader object's
+ <constant>GL_SHADER_TYPE</constant> parameter is set to either
+ <constant>GL_VERTEX_SHADER</constant>, <constant>GL_TESS_CONTROL_SHADER</constant>,
+ <constant>GL_TESS_EVALUATION_SHADER</constant>, <constant>GL_GEOMETRY_SHADER</constant>
+ or <constant>GL_FRAGMENT_SHADER</constant>, depending on the value
+ of <parameter>shaderType</parameter>.</para>
+ </refsect1>
+ <refsect1 id="notes"><title>Notes</title>
+ <para>Like buffer and texture objects, the name space for
+ shader objects may be shared across a set of contexts, as long
+ as the server sides of the contexts share the same address
+ space. If the name space is shared across contexts, any attached
+ objects and the data associated with those attached objects are
+ shared as well.</para>
+
+ <para>Applications are responsible for providing the
+ synchronization across API calls when objects are accessed from
+ different execution threads.</para>
+ </refsect1>
+ <refsect1 id="errors"><title>Errors</title>
+ <para>This function returns 0 if an error occurs creating the
+ shader object.</para>
+
+ <para><constant>GL_INVALID_ENUM</constant> is generated if
+ <parameter>shaderType</parameter> is not an accepted value.</para>
+
+ </refsect1>
+ <refsect1 id="associatedgets"><title>Associated Gets</title>
+ <para><citerefentry><refentrytitle>glGetShader</refentrytitle></citerefentry>
+ with a valid shader object and the parameter to be queried</para>
+
+ <para><citerefentry><refentrytitle>glGetShaderInfoLog</refentrytitle></citerefentry>
+ with a valid shader object</para>
+
+ <para><citerefentry><refentrytitle>glGetShaderSource</refentrytitle></citerefentry>
+ with a valid shader object</para>
+
+ <para><citerefentry><refentrytitle>glIsShader</refentrytitle></citerefentry></para>
+ </refsect1>
+ <refsect1 id="seealso"><title>See Also</title>
+ <para><citerefentry><refentrytitle>glAttachShader</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glCompileShader</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glDeleteShader</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glDetachShader</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glShaderSource</refentrytitle></citerefentry>
+ </para>
+ </refsect1>
+ <refsect1 id="Copyright"><title>Copyright</title>
+ <para>
+ Copyright <trademark class="copyright"></trademark> 2003-2005 3Dlabs Inc. Ltd.
+ This material may be distributed subject to the terms and conditions set forth in
+ the Open Publication License, v 1.0, 8 June 1999.
+ <ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
+ </para>
+ </refsect1>
+</refentry>