Shader Object''' represents a set of text files for the [[ OpenGL Shading Language]]. The user can compile these files for a particular [[ Shader]] stage. The user can use the object to retrieve post-compilation information, such as whether the compilation succeeded or not and a list of error messages if it failed. |+|
A '''Object''' the [] . The []. , and if .
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|−|Shader objects can be linked together into a '''Program Object'''. This represents the full executable code for one or more [[Shader]] stages. It stores a series of uniforms and other settings that the user can change. And if the linking fails, the user can query a list of error messages describing the failures. |+|
the user can linking , the error messages failures.
Latest revision as of 16:40, 8 June 2013
A Program Object stores the executable code and uniform state for one or more Shader stages. The most common means of building them involves the creation of Shader Objects, which represent strings of text in the OpenGL Shading Language. Shader objects are compiled, and if successful, one or more shader objects is linked into a program.
In both cases, the user can query whether compilation or linking failed, and the error messages produced by any such failures.