Sample:
vertexShader := gl.CreateShader(gl.VERTEX_SHADER) vertexShaderGLStrs := gl.GLStringArray(vertexShaderStr1, vertexShaderStr2, ...) defer gl.GLStringArrayFree(vertexShaderGLStrs) gl.ShaderSource(vertexShader, len(vertexShaderGLStrs), &vertexShaderGLStrs[0], nil) gl.CompileShader(vertexShader)
var length gl.Int gl.GetShaderiv(fragmentShader, gl.INFO_LOG_LENGTH, &length) glString := gl.GLStringAlloc(gl.Sizei(length)) defer gl.GLStringFree(glString) gl.GetShaderInfoLog(fragmentShader, gl.Sizei(length), nil, glString) fmt.Println("shader log: ", gl.GoString(glString))
Maybe future versions of GoGL will have a more convenient interface for some special functions. Any idea is appreciated.
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