3 ms·
Because you forget to call glGetError and do the error check on your previous call. In a world where we are driven by exceptions, not excepting and requiring yo
by reactordev 3y ago
Because you forget to call glGetError and do the error check on your previous call. In a world where we are driven by exceptions, not excepting and requiring you to check is actually a good thing, you wouldn’t want a shader param exception from panicking your game in the middle of a gun fight.
- flohofwoe 3y agoglGetError() is useless unfortunately for getting any information about what went wrong, because it only has 8 error codes: https://registry.khronos.org/OpenGL-Refpages/gl4/html/glGetError.xhtml https://registry.khronos.org/OpenGL-Refpages/gl4/html/glGetE... There's a debug output extension (or core feature since 4.3) that's slightly more verbose, but not universally supported (e.g. AFAIK not on macOS).