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Ah yes, OpenGL's error reporting is notoriously bad. If you forget to call disable on a vertex attribute you might just get a random error 1282 (invalid operati
by porphyra 5y ago
Ah yes, OpenGL's error reporting is notoriously bad. If you forget to call disable on a vertex attribute you might just get a random error 1282 (invalid operation) somewhere down the line in a totally irrelevant part of the code, lol.
- skocznymroczny 5y agoIt's much better when you use a debug context, although as usual with OpenGL the details vary between graphics card drivers. I had very good debug messages with Nvidia.