Cleaned up API of BindAttributeLocation, added deletion of shader objects.
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@@ -2034,12 +2034,18 @@ bool Program::removeShader( Shader* shader )
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}
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void Program::bindAttribLocation( GLuint index, const char* name )
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void Program::addBindAttribLocation( const std::string& name, GLuint index )
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{
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_attribBindingList[name] = index;
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dirtyProgram();
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}
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void Program::removeBindAttribLocation( const std::string& name )
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{
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_attribBindingList.erase(name);
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dirtyProgram();
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}
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void Program::apply( osg::State& state ) const
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{
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