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* The majority of GL calls that create objects are pretty failure proof since they don't really do anything apart from create/allocate. In the case of glCreateShaderProgramv though it requires the call to be valid e.g. the type enum to be correct, so it can actually return 0 if that happens. * If we don't check for this then we end up creating an ID and program for name 0 which causes all sorts of problems.