Use glGetProgramiv for LINK_STATUS, not glGetShaderiv

This commit is contained in:
baldurk
2016-11-07 18:14:46 +01:00
parent 65e05a3196
commit 1603493244
+1 -1
View File
@@ -187,7 +187,7 @@ GLuint GLReplay::CreateShaderProgram(const vector<string> &vsSources,
gl.glLinkProgram(ret);
gl.glGetShaderiv(ret, eGL_LINK_STATUS, &status);
gl.glGetProgramiv(ret, eGL_LINK_STATUS, &status);
if(status == 0)
{
gl.glGetProgramInfoLog(ret, 1024, NULL, buffer);