
GL.GetAttachedShaders overload is bloated
Posted Sunday, 11 December, 2011 - 16:18 by aybe| Project: | The Open Toolkit library |
| Version: | 1.0-2010-10-06 |
| Component: | Code |
| Category: | bug report |
| Priority: | normal |
| Assigned: | Unassigned |
| Status: | open |
Description
At least one overload should provide count parameter as int.
Here is all the code needed just for this :
/// <summary> /// Returns IDs of attached shaders. /// </summary> public unsafe int[] AttachedShaders { get { // Get number of attached shaders int maxCount; GL.GetProgram(_id, ProgramParameter.AttachedShaders, out maxCount); // Get IDs of attached shaders IntPtr ptr = Marshal.AllocHGlobal(sizeof(int)); void* pointer = ptr.ToPointer(); int* count = (int*)pointer; int written; int[] shaders = new int[maxCount]; GL.GetAttachedShaders(_id, maxCount, count, shaders); // Get the number of IDs written written = *count; Marshal.FreeHGlobal(ptr); return shaders; } }
Thread I opened first on forum : Using GL.GetAttachedShaders
Thanks !

