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Due to OpenGL specification glDetachShader has to be called at some point before or after glDeleteShader.
If shader has already been flagged for deletion by a call to glDeleteShader and it is not attached to any other program object, it will be deleted after it has been detached.
As far as I've checked, this bug is included in every example containing shader code.
The text was updated successfully, but these errors were encountered:
Correct me if I'm wrong, but glDetachShader is the opposite of glAttachShader and the only reason why he "deletes" the shaders is because they're already attached.
Due to OpenGL specification glDetachShader has to be called at some point before or after glDeleteShader.
As far as I've checked, this bug is included in every example containing shader code.
The text was updated successfully, but these errors were encountered: