GL/Program: Don't delete nonexistant shaders (when using binaries)
This commit is contained in:
parent
13a9411b07
commit
9e2e1050bb
|
@ -199,9 +199,11 @@ bool Program::Link()
|
|||
{
|
||||
glLinkProgram(m_program_id);
|
||||
|
||||
glDeleteShader(m_vertex_shader_id);
|
||||
if (m_vertex_shader_id != 0)
|
||||
glDeleteShader(m_vertex_shader_id);
|
||||
m_vertex_shader_id = 0;
|
||||
glDeleteShader(m_fragment_shader_id);
|
||||
if (m_fragment_shader_id != 0)
|
||||
glDeleteShader(m_fragment_shader_id);
|
||||
m_fragment_shader_id = 0;
|
||||
|
||||
GLint status = GL_FALSE;
|
||||
|
|
Loading…
Reference in New Issue