My code approaches GLSL shader management in the way, that it creates each shader and the associated program and deletes each shader and program. I recently read http://www.opengl.org/wiki/GLSL_Object and there it is stated that:
The shader object, due to being attached to the program object, will continue to exist even if you delete the shader object. It will only be deleted by the system when it is no longer attached to any program object (and when the user has asked to delete it, of course).
Do I get this correctly, if I call glDeleteShader()
on the shader object after linking to the program, I only need to track the program? Is it safe to assume this is always true?