Don't call glDetachShader().

Some drivers don't like it.
This commit is contained in:
Themaister 2013-12-26 02:18:43 +01:00
parent f2371cf691
commit f61a91c2fd

View File

@ -466,17 +466,11 @@ static GLuint compile_program(const char *vertex, const char *fragment, unsigned
}
// Clean up dead memory. We're not going to relink the program.
// Detaching first seems to kill some mobile drivers (according to the intertubes anyways).
if (vert)
{
glDetachShader(prog, vert);
glDeleteShader(vert);
}
if (frag)
{
glDetachShader(prog, frag);
glDeleteShader(frag);
}
glUseProgram(prog);
GLint location = get_uniform(prog, "Texture");