Gambas Documentation - /comp/gb.opengl.glsl/gl/createprogram

# Gl.CreateProgram (gb.opengl.glsl)

Static Function CreateProgram ( ) As Integer

Creates a program object.

### Description

Gl.CreateProgram creates an empty program object and returns a non-zero value by which it can be referenced. A program object is an object to which shader objects can be attached. This provides a mechanism to specify the shader objects that will be linked to create a program. It also provides a means for checking the compatibility of the shaders that will be used to create a program (for instance, checking the compatibility between a vertex shader and a fragment shader). When no longer needed as part of a program object, shader objects can be detached.

One or more executables are created in a program object by successfully attaching shader objects to it with Gl.AttachShader, successfully compiling the shader objects with Gl.CompileShader, and successfully linking the program object with Gl.LinkProgram. These executables are made part of current state when Gl.useProgram is called. Program objects can be deleted by calling Gl.DeleteProgram. The memory associated with the program object will be deleted when it is no longer part of current rendering state for any context.

### Notes

Like buffer and texture objects, the name space for program 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.

Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads.

### Errors

This function returns 0 if an error occurs creating the program object.

### Associated Gets

Gl.Get with the argument Gl.CURRENT_PROGRAM

Gl.GetActiveAttrib with a valid program object and the index of an active attribute variable

Gl.GetActiveUniform with a valid program object and the index of an active uniform variable

Gl.GetAttachedShaders with a valid program object

Gl.GetAttribLocation with a valid program object and the name of an attribute variable

Gl.GetProgram with a valid program object and the parameter to be queried

Gl.GetProgramInfoLog with a valid program object

Gl.GetUniform with a valid program object and the location of a uniform variable

Gl.GetUniformLocation with a valid program object and the name of a uniform variable

Gl.IsProgram

### See also

- Gl.AttachShader,

- Gl.BindAttribLocation,

- Gl.CreateShader,

- Gl.DeleteProgram,

- Gl.DetachShader,

- Gl.LinkProgram,

Gl.uniform,

- Gl.useProgram,

- Gl.ValidateProgram

See original documentation on OpenGL website