glAttachShader(self._program, vertexShader)
glAttachShader(self._program, fragmentShader)
glLinkProgram(self._program)
+ if glGetProgramiv(self._program, GL_LINK_STATUS) == GL_FALSE:
+ raise RuntimeError("Link failure: %s" % (glGetProgramInfoLog(self._program)))
# Validation has to occur *after* linking
glValidateProgram(self._program)
if glGetProgramiv(self._program, GL_VALIDATE_STATUS) == GL_FALSE:
raise RuntimeError("Validation failure: %s"%(glGetProgramInfoLog(self._program)))
- if glGetProgramiv(self._program, GL_LINK_STATUS) == GL_FALSE:
- raise RuntimeError("Link failure: %s" % (glGetProgramInfoLog(self._program)))
glDeleteShader(vertexShader)
glDeleteShader(fragmentShader)
except RuntimeError, e: