} else {
// Not in the cache. Compile the shaders.
glsl_program_num = glCreateProgram();
+ check_error();
GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
+ check_error();
GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
+ check_error();
glAttachShader(glsl_program_num, vs_obj);
check_error();
glAttachShader(glsl_program_num, fs_obj);
case GL_R16F:
bytes_per_pixel = 2;
break;
+ case GL_RG8:
+ bytes_per_pixel = 2;
+ break;
case GL_R8:
bytes_per_pixel = 1;
break;