Program *Program::loadProgram(const char* _vsName, const char* _fsName) { Shader *pVs = Shader::loadShader(_vsName); Shader *pFs = Shader::loadShader(_fsName); return NEW_AO Program(bgfx::createProgram(pVs->Handle(), pFs->Handle(), false)); }
void ProgramObject::DetachShader(const Shader &shader) { glDetachShader(ptr->handle, shader.Handle()); }