void glAttachShader(GLuint program, GLuint shader)
For an executable to be created, there must be a way to specify the list of things that will be linked. Program objects provide this mechanism. Shaders that are to be linked in a program object must first be attached to that program object. glAttachShader attaches the shader object specified by shader to the program object specified by program. This signifies that shader will be included in link operations that will be performed on program.
All operations that can be performed on a shader object are valid whether or not the shader object is attached to a program object. It is permissible to attach a shader object to a program object before source code has been loaded into the shader object or before the shader object has been compiled. It is permissible to attach multiple shader objects of the same type because each may contain a portion of the complete shader. It is also permissible to attach a shader object to more than one program object. If a shader object is deleted while it is attached to a program object, it is flagged for deletion, and deletion does not occur until glDetachShader is called to detach it from all program objects to which it is attached.
glAttachShader is available only if the GL version is 2.0 or greater.
GL_INVALID_VALUE is generated if either program or shader is not a value generated by OpenGL.
GL_INVALID_OPERATION is generated if program is not of type GL_PROGRAM_OBJECT.
GL_INVALID_OPERATION is generated if shader is not of type GL_SHADER_OBJECT.
GL_INVALID_OPERATION is generated if shader is already attached to program.
GL_INVALID_OPERATION is generated if glAttachShader is executed between the execution of glBegin and the corresponding execution of glEnd.
glGetAttachedShaders with the handle of a valid program object
glCompileShader, glDetachShader, glLinkProgram, glShaderSource