Destroy the OpenGL Vao and reset the id back to 0. (Calls glDeleteProgram.)
Attach a Shader to this program. (Calls glAttachShader.)
Bind an attribute name to a location. (Calls glBindAttribLocation.)
destroy() and create().
Force the creation of a OpenGL ShaderProgram, or do nothing if already created. (Calls glCreateProgram.)
Destroy the OpenGL Vao and reset the id back to 0. (Calls glDeleteProgram.)
Try to link, and throw if it didn't succeed.
Check if the ShaderProgram is succesfully linked. (Calls glGetProgramiv with GL_LINK_STATUS.)
The log of errors for when linking fails. (Calls glGetProgramInfoLog.)
Check if this ShaderProgram is already created in OpenGL.
Try to link the ShaderProgram, check linked() to see if it succeeded. (Calls glLinkProgram.)
Look up a uniform variable by its name. (Calls glGetUniformLocation.)
Use this ShaderProgram. (Calls glUseProgram.)
Check if this ShaderProgram is already created in OpenGL.
Ths id of this ShaderProgram, or 0 if it is not yet created in OpenGL.
An OpenGL shader program.
This is a wrapper around a GLuint created by glCreateProgram(). Initially, this id is 0. glCreateProgram is automatically called the first time anything is done with the object.