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Jan 9, 2019 at 11:33 answer added LemurPwned timeline score: 2
Oct 1, 2018 at 8:01 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Aug 31, 2018 at 13:01 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jul 20, 2018 at 17:46 answer added C1ff timeline score: 1
Jul 18, 2018 at 16:18 comment added C1ff Anyway, using glGetShaderInfoLog on either shader and printing the result gives only a newline. glGetError returns a zero, and glGetProgramInfoLog requires me to input the program itself, which doesn't work because I'd have to place that after the erroring line.
Jul 18, 2018 at 16:12 comment added C1ff @MaximusMinimus Thank you for that, for the record I get errors trying to use GLSL 330 in PyOpenGL. (But not C++ OpenGL for some reason?)
Jul 18, 2018 at 3:05 comment added Maximus Minimus gl_ModelViewProjectionMatrix is compatible with Glsl 120. There's a bad habit in OpenGL circles of focusing on use of old stuff rather than answering the question. It might have been helpful to say what to use instead.
Jul 18, 2018 at 2:48 comment added Bálint Usually calling glGetShaderInfoLog(yourShader), glGetProgramInfoLog(yourProgram) or glGetError() solves your problem
Jul 18, 2018 at 2:45 comment added Bálint Don't use gl_ModelViewProjectionMatrix if you want to move away from GL1 stuff
Jul 18, 2018 at 2:36 comment added user1118321 What is the result of the call to glGetProgramInfoLog()? Does anything change if you change the values in the fragment shader to (0.0, 1.0, 0.0, 1.0)? I've sometimes had issues with implicit casts in glsl.
Jul 17, 2018 at 19:13 history asked C1ff CC BY-SA 4.0