Jason McKesson committed e9e847e

Issue #53: Delete shader objects properly.

Comments (0)

Files changed (3)

Tut 01 Hello Triangle/tut1.cpp

+#include <algorithm>
 #include <string>
 #include <vector>
 #include <stdio.h>
 		delete[] strInfoLog;
+	for(size_t iLoop = 0; iLoop < shaderList.size(); iLoop++)
+		glDetachShader(program, shaderList[iLoop]);
 	return program;
 	shaderList.push_back(CreateShader(GL_FRAGMENT_SHADER, strFragmentShader));
 	theProgram = CreateProgram(shaderList);
+	std::for_each(shaderList.begin(), shaderList.end(), glDeleteShader);
 const float vertexPositions[] = {


+#include <algorithm>
 #include <string>
 #include <vector>
 #include <fstream>
 			fprintf(stderr, e.what());
+		std::for_each(shaderList.begin(), shaderList.end(), glDeleteShader);
 	float DegToRad(float fAngDeg)


 	GLuint CreateShader(GLenum eShaderType,
 		const std::string &strShaderFile, const std::string &strShaderName);
 	GLuint LoadShader(GLenum eShaderType, const std::string &strShaderFilename);
+	//Will *delete* the shaders given.
 	GLuint CreateProgram(const std::vector<GLuint> &shaderList);
 	//Will find a file with the given base filename, either in the local directory or the global one.
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