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author | Peter Bengtsson <mail@peterbe.com> | 2020-12-08 14:40:17 -0500 |
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committer | Peter Bengtsson <mail@peterbe.com> | 2020-12-08 14:40:17 -0500 |
commit | 33058f2b292b3a581333bdfb21b8f671898c5060 (patch) | |
tree | 51c3e392513ec574331b2d3f85c394445ea803c6 /files/zh-cn/web/api/webglrenderingcontext/detachshader/index.html | |
parent | 8b66d724f7caf0157093fb09cfec8fbd0c6ad50a (diff) | |
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diff --git a/files/zh-cn/web/api/webglrenderingcontext/detachshader/index.html b/files/zh-cn/web/api/webglrenderingcontext/detachshader/index.html new file mode 100644 index 0000000000..fba169ad44 --- /dev/null +++ b/files/zh-cn/web/api/webglrenderingcontext/detachshader/index.html @@ -0,0 +1,103 @@ +--- +title: WebGLRenderingContext.detachShader() +slug: Web/API/WebGLRenderingContext/detachShader +translation_of: Web/API/WebGLRenderingContext/detachShader +--- +<div>{{APIRef("WebGL")}}</div> + +<p><a href="/en-US/docs/Web/API/WebGL_API">WebGL API</a> 的<strong>WebGLRenderingContext.detachShader()</strong> 方法:从一个 {{domxref("WebGLProgram")}}中分离一个先前附加的片段或者顶点着色器 ({{domxref("WebGLShader")}} ) .</p> + +<h2 id="Syntax">Syntax</h2> + +<pre class="syntaxbox">void <var><em>gl</em>.detach</var>Shader<var>(program, shader);</var> +</pre> + +<h3 id="Parameters">Parameters</h3> + +<dl> + <dt><code>program</code></dt> + <dd>一个 {{domxref("WebGLProgram")}} 对象.</dd> + <dt><code>shader</code></dt> + <dd>一个顶点或者片元着色器 {{domxref("WebGLShader")}}.</dd> +</dl> + +<h2 id="Specifications">Specifications</h2> + +<table class="standard-table"> + <tbody> + <tr> + <th scope="col">Specification</th> + <th scope="col">Status</th> + <th scope="col">Comment</th> + </tr> + <tr> + <td>{{SpecName('WebGL', "#5.14.9", "detachShader")}}</td> + <td>{{Spec2('WebGL')}}</td> + <td>Initial definition.</td> + </tr> + <tr> + <td>{{SpecName('OpenGL ES 2.0', "glDetachShader.xml", "glDetachShader")}}</td> + <td>{{Spec2('OpenGL ES 2.0')}}</td> + <td>OpenGL man page.</td> + </tr> + </tbody> +</table> + +<h2 id="例子">例子</h2> + +<h3 id="使用detachShader方法分离一个顶点或片元着色器">使用detachShader方法分离一个顶点或片元着色器</h3> + +<pre>//顶点着色器 + var vertexShader = gl.createShader(gl.VERTEX_SHADER); + gl.shaderSource(vertexShader, vertexSrc); + gl.compileShader(vertexShader); + //片元着色器 + var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);//创建 WebGLShader。 + gl.shaderSource(fragmentShader, fragmentSrc); //fragmentSrc设置一个 WebGLShader 的源码。 + gl.compileShader(fragmentShader); + + //WebGLProgram + var program = gl.createProgram();//创建 WebGLProgram + gl.attachShader(program, vertexShader); //往 WebGLProgram 添加一个片段或者顶点着色器。 + gl.attachShader(program, fragmentShader); + gl.linkProgram(program);//链接给入的 WebGLProgram 对象 + gl.detachShader(program, vertexShader); //从一个WebGLProgram中分离一个先前附加的片段或者顶点着色器; + gl.detachShader(program, fragmentShader); + gl.deleteShader(vertexShader); + gl.deleteShader(fragmentShader); +</pre> + +<p> </p> + +<h2 id="Browser_compatibility">Browser compatibility</h2> + +<p class="hidden">The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out <a href="https://github.com/mdn/browser-compat-data">https://github.com/mdn/browser-compat-data</a> and send us a pull request.</p> + +<p>{{Compat("api.WebGLRenderingContext.detachShader")}}</p> + +<h2 id="See_also">See also</h2> + +<ul> + <li>{{domxref("WebGLProgram")}}</li> + <li>{{domxref("WebGLShader")}}</li> + <li>{{domxref("WebGLRenderingContext.attachShader()")}}</li> + <li>{{domxref("WebGLRenderingContext.compileShader()")}}</li> + <li>{{domxref("WebGLRenderingContext.createProgram()")}}</li> + <li>{{domxref("WebGLRenderingContext.createShader()")}}</li> + <li>{{domxref("WebGLRenderingContext.deleteProgram()")}}</li> + <li>{{domxref("WebGLRenderingContext.deleteShader()")}}</li> + <li>{{domxref("WebGLRenderingContext.detachShader()")}}</li> + <li>{{domxref("WebGLRenderingContext.getAttachedShaders()")}}</li> + <li>{{domxref("WebGLRenderingContext.getProgramParameter()")}}</li> + <li>{{domxref("WebGLRenderingContext.getProgramInfoLog()")}}</li> + <li>{{domxref("WebGLRenderingContext.getShaderParameter()")}}</li> + <li>{{domxref("WebGLRenderingContext.getShaderPrecisionFormat()")}}</li> + <li>{{domxref("WebGLRenderingContext.getShaderInfoLog()")}}</li> + <li>{{domxref("WebGLRenderingContext.getShaderSource()")}}</li> + <li>{{domxref("WebGLRenderingContext.isProgram()")}}</li> + <li>{{domxref("WebGLRenderingContext.isShader()")}}</li> + <li>{{domxref("WebGLRenderingContext.linkProgram()")}}</li> + <li>{{domxref("WebGLRenderingContext.shaderSource()")}}</li> + <li>{{domxref("WebGLRenderingContext.useProgram()")}}</li> + <li>{{domxref("WebGLRenderingContext.validateProgram()")}}</li> +</ul> |