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Gl.UseProgram (gb.opengl.glsl)
Static Sub UseProgram ( Program As Integer )

Installs a program object as part of current rendering state

Parameters

Description

 Gl.UseProgram installs the program object specified by Program as part of current rendering state. One or more executables are created in a program object by successfully attaching shader objects to it with Gl.AttachShader, successfully compiling the shader objects with Gl.CompileShader, and successfully linking the program object with Gl.LinkProgram.

  A program object will contain an executable that will run on the vertex processor if it contains one or more shader objects of type Gl.GL_VERTEX_SHADER that have been successfully compiled and linked. Similarly, a program object will contain an executable that will run on the fragment processor if it contains one or more shader objects of type Gl.GL_FRAGMENT_SHADER that have been successfully compiled and linked.

  Successfully installing an executable on a programmable processor will cause the corresponding fixed functionality of OpenGL to be disabled. Specifically, if an executable is installed on the vertex processor, the OpenGL fixed functionality will be disabled as follows:

The executable that is installed on the vertex processor is expected to implement any or all of the desired functionality from the preceding list. Similarly, if an executable is installed on the fragment processor, the OpenGL fixed functionality will be disabled as follows: Again, the fragment shader that is installed is expected to implement any or all of the desired functionality from the preceding list.

  While a program object is in use, applications are free to modify attached shader objects, compile attached shader objects, attach additional shader objects, and detach or delete shader objects. None of these operations will affect the executables that are part of the current state. However, relinking the program object that is currently in use will install the program object as part of the current rendering state if the link operation was successful (see Gl.LinkProgram). If the program object currently in use is relinked unsuccessfully, its link status will be set to FALSE, but the executables and associated state will remain part of the current state until a subsequent call to Gl.UseProgram removes it from use. After it is removed from use, it cannot be made part of current state until it has been successfully relinked.

  If program contains shader objects of type Gl.GL_VERTEX_SHADER but it does not contain shader objects of type Gl.GL_FRAGMENT_SHADER, an executable will be installed on the vertex processor, but fixed functionality will be used for fragment processing. Similarly, if program contains shader objects of type Gl.GL_FRAGMENT_SHADER but it does not contain shader objects of type Gl.GL_VERTEX_SHADER, an executable will be installed on the fragment processor, but fixed functionality will be used for vertex processing. If program is 0, the programmable processors will be disabled, and fixed functionality will be used for both vertex and fragment processing.

  Gl.UseProgram is available only if the GL version is 2.0 or greater.

  While a program object is in use, the state that controls the disabled fixed functionality may also be updated using the normal OpenGL calls.

  Like display lists and texture objects, the name space for program objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.

  Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads.

Errors

Associated Gets

Véase también

Gl.AttachShader, Gl.BindAttribLocation, Gl.CompileShader, Gl.CreateProgram, Gl.DeleteProgram, Gl.DetachShader, Gl.LinkProgram, Gl.Uniform, Gl.ValidateProgram, Gl.VertexAttrib