
how is glGetShaderiv implemented in openTK?
Posted Friday, 18 June, 2010 - 14:08 by sjoerd222 inHi
I'm trying to port the following C function to C#, OpenTK 1.0, OpenGL ES 2.0, Visual Studio 2008
GLuint LoadShader(GLenum type, const char *shaderSrc) { GLuint shader; GLint compiled; // Create the shader object shader = glCreateShader(type); if(shader == 0) return 0; // Load the shader source glShaderSource(shader, 1, &shaderSrc, NULL); // Compile the shader glCompileShader(shader); // Check the compile status glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if(!compiled) { GLint infoLen = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); if(infoLen > 1) { char* infoLog = malloc(sizeof(char) * infoLen); glGetShaderInfoLog(shader, infoLen, NULL, infoLog); esLogMessage("Error compiling shader:\n%s\n", infoLog); free(infoLog); } glDeleteShader(shader); return 0; } return shader;
And currently I'm struggling with "glGetShaderiv", for all prior function i could find the corresponding OpenTK call.
But how is glGetShaderiv implemented in OpenTK?
Thx!


Comments
Re: how is glGetShaderiv implemented in openTK?
From the function reference:
Returns a parameter from a shader object.
Parameters:
(Edit)
Usage is pretty straightforward: