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According to GL spec: void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); *location* Specifies the location of the uniform value to be modified. *count* Specifies the number of matrices that are to be modified. This should be 1 if the ...


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That error means that you're trying to use (directly or indirectly) a fragment shader that has too many uniform variables. Specifically, your hardware or GL implementation has a upper limit of about 3.5k bytes of uniform storage per shader (3584 bytes is room for 896 4-byte floats or 224 4-component float vectors). Look through your shaders for one that ...



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