bool succeed = context->getAttachedShaders(program, shaders, ec);
if (ec) {
V8Proxy::setDOMException(ec);
- return v8::Undefined();
+ return v8::Null();
}
if (!succeed)
- return v8::Undefined();
+ return v8::Null();
v8::Local<v8::Array> array = v8::Array::New(shaders.size());
for (size_t ii = 0; ii < shaders.size(); ++ii)
array->Set(v8::Integer::New(ii), toV8(shaders[ii]));