ECS/Project/Project/Renderers/RendererResourceManagers/RendererShaderManager/RendererShaderManager.cpp
//	Delete the Shader by name.
Delete the Shader by name.
Delete the Shader by name .
void RendererShaderManager::deleteShader(const std::string & deadShader)
{
	auto shaderIterator = mapNameToShaderData.find(activeShaderName);
	if (shaderIterator != mapNameToShaderData.end())
	{
		glDeleteProgram(shaderIterator->second->shaderID);
		mapNameToShaderData.erase(shaderIterator);
	}
	else
	{
	}
}
void RendererShaderManager :: deleteShader ( const std :: string & deadShader ) { auto shaderIterator = mapNameToShaderData . find ( activeShaderName ) ; if ( shaderIterator != mapNameToShaderData . end ( ) ) { glDeleteProgram ( shaderIterator -> second -> shaderID ) ; mapNameToShaderData . erase ( shaderIterator ) ; } else { } }
Delete the Shader by name.
Delete the Shader by name .
//	Find the shader by name. //	Check if the Shader exists. //	Delete the Shader program. //	Erase the Shader. //	TO DO //	Throw Exception if Shader is Not Found.