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Add ricardoquesada info
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@ -565,6 +565,11 @@ bool GLProgram::link()
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glLinkProgram(_program);
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glLinkProgram(_program);
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// Calling glGetProgramiv(...GL_LINK_STATUS...) will force linking of the program at this moment.
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// Otherwise, they might be linked when they are used for the first time. (I guess this depends on the driver implementation)
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// So it might slow down the "booting" process on certain devices. But, on the other hand it is important to know if the shader
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// linked succesfully. Some shaders might be downloaded in runtime so, release version should have this check.
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// For more info, see Github issue #16231
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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if (status == GL_FALSE)
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