REVIEWED: Issue with shader linkage

This commit is contained in:
Ray 2022-11-29 10:45:10 +01:00
commit 2edf5a9584

View file

@ -3643,12 +3643,14 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
// NOTE: We detach shader before deletion to make sure memory is freed
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
glDetachShader(id, vertexShaderId);
// WARNING: Shader program linkage could fail and returned id is 0
if (id > 0) glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
glDetachShader(id, fragmentShaderId);
// WARNING: Shader program linkage could fail and returned id is 0
if (id > 0) glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}