GL/Program: Don't delete nonexistant shaders (when using binaries)

pull/956/head
Connor McLaughlin 5 years ago
parent 13a9411b07
commit 9e2e1050bb

@ -199,8 +199,10 @@ bool Program::Link()
{
glLinkProgram(m_program_id);
if (m_vertex_shader_id != 0)
glDeleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
if (m_fragment_shader_id != 0)
glDeleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;

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