Never detach shaders as some drivers may have broken semantics. May help #6294

(you're supposed to be able to detach them after link)
This commit is contained in:
Henrik Rydgård
2014-06-12 08:58:14 +02:00
parent 89fde3bc7c
commit 65153b55fa
-7
View File
@@ -109,13 +109,6 @@ LinkedShader::LinkedShader(Shader *vs, Shader *fs, u32 vertType, bool useHWTrans
glLinkProgram(program);
// Detaching shaders is annoying when debugging with gDebugger
// so let's not do that on Windows.
#ifdef USING_GLES2
glDetachShader(program, vs->shader);
glDetachShader(program, fs->shader);
#endif
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {