Reduced LL's leakage of program/shader objects, drastically.
Re-structured some shader loading/unloading handling. These changes are pretty experimental. I'll be holding off of tweaking the paramater managers(among other things) until I know if this stuff is working correctly.
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@@ -67,7 +67,7 @@ public:
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SG_WATER
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};
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LLGLSLShader();
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LLGLSLShader(S32 shader_class);
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void unload();
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BOOL createShader(std::vector<std::string> * attributes,
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@@ -134,6 +134,7 @@ public:
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std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
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std::vector<GLint> mTexture;
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S32 mActiveTextureChannels;
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S32 mShaderClass;
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S32 mShaderLevel;
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S32 mShaderGroup;
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BOOL mUniformsDirty;
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