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First make sure that your matrices are column-major. Second this call: glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0 ); Should look like this: glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0 ); Because you want to move vertex attrib pointer by 3 floats (I ...


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Does Forward-Point shader compiles successfully? Does point light shader program (Program Object) links successfully? Do you call glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) before rendering? Have you enabled depth test (glEnable(GL_DEPTH_TEST))?


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I think glVertex3f takes NDC coords, so you have to normalize your variables.


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extern float perm[512]; Note that uniforms allocated in vectors, not in single floats.This array of 512 floats actually takes 512 vectors, (2048 floats) You could try to pack this data in vec4 first, you will fit in 128 vectors then.


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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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