Timeline for Setting a uniform float in a fragment shader results in strange values, is this a type conversion? How can it be fixed?
Current License: CC BY-SA 3.0
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Aug 29, 2017 at 3:28 | comment | added | Faison Zutavern | Hi there. It's not 100% clear from my code snippets above, but if you look at the code on github, I am calling glUseProgram() on line 161. My question isn't "How do I set a uniform float?" My question is "Why are the values I send to a uniform float radically off?" If you look at the code snippet with a while loop (From lines 188-197), I'm sending a float to a uniform float, then I immediately retrieve it. Look at the results that start with "Factor of 1.0 becomes 0.000000" to see my issue. | |
Aug 28, 2017 at 21:35 | history | answered | Stephane Hockenhull | CC BY-SA 3.0 |