On 12/12/2011 09:09 AM, Jean-Sébastien Guay wrote:
One solution would be not to have to set a shader's type at all. In fact
OpenGL doesn't require anything like a shader type, it just relies on
the user providing whatever shaders it needs to. I don't even know what
OSG uses the shader type for.

The shader type (GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc) is used/required in the call to glCreateShader.

--"J"
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