func DetachShader( program uint32, shader uint32) { C.glDetachShader( C.GLuint(program), C.GLuint(shader)) }
func DetachShader(p Program, s Shader) { defer func() { errstr := errDrain() log.Printf("gl.DetachShader(%v, %v) %v", p, s, errstr) }() C.glDetachShader(p.c(), s.c()) }
func DetachShader(p Program, s Shader) { C.glDetachShader(p.c(), s.c()) }
// Detach detaches a shader object func (p *Program) Detach(s Shader) { C.glDetachShader(p.i, C.GLuint(s)) }
func (program *Program) DetachShader(shader Shader) { C.glDetachShader(program.id, C.GLuint(shader)) program.shadersValid = false }
// DetachShader detaches a shader object from a program object to which it is attached. func (p Program) DetachShader(s Shader) { C.glDetachShader(C.GLuint(p), C.GLuint(s)) }
func (program Program) DetachShader(shader Shader) { C.glDetachShader(C.GLuint(program), C.GLuint(shader)) }