List of usage examples for android.opengl GLES20 glDetachShader
public static native void glDetachShader(int program, int shader);
From source file:Main.java
public static int createProgram(String vertSrc, String fragSrc, String[] attributeNames, int[] attributeBinding, String[] uniformNames, int[] uniformBinding) { int program = GLES20.glCreateProgram(); int status = 1; int[] vertSh = new int[1]; int[] fragSh = new int[1]; status *= compileShader(GLES20.GL_VERTEX_SHADER, vertSrc, vertSh); status *= compileShader(GLES20.GL_FRAGMENT_SHADER, fragSrc, fragSh); checkGLError("Compiling shaders"); GLES20.glAttachShader(program, vertSh[0]); checkGLError("Attach shader"); GLES20.glAttachShader(program, fragSh[0]); checkGLError("Attach shader fragment"); //Bind attributes for (int i = 0; i < attributeNames.length; i++) { GLES20.glBindAttribLocation(program, attributeBinding[i], attributeNames[i]); checkGLError("Bind attribute: " + attributeNames[i]); }/*from w w w. j a v a2 s . co m*/ status *= linkProgram(program); status *= validateProgram(program); //location of uniforms if (status > 0) { for (int i = 0; i < uniformNames.length; i++) { // if (uniformsLocations.at(i).first.length()) { int loc = GLES20.glGetUniformLocation(program, uniformNames[i]); checkGLError("glGetUniformLocation - " + uniformNames[i]); if (loc < 0) Log.e(TAG, "Bad uniform " + uniformNames[i]); uniformBinding[i] = loc; } } else { GLES20.glDeleteProgram(program); program = 0; } if (vertSh[0] > 0) { GLES20.glDeleteShader(vertSh[0]); GLES20.glDetachShader(program, vertSh[0]); } if (fragSh[0] > 0) { GLES20.glDeleteShader(fragSh[0]); GLES20.glDetachShader(program, fragSh[0]); } checkGLError("Shaders deleted"); return program; }