Hi
inside : OpenGLTOP::setupGL() definition
I added
GLint texAttribLocation = glGetAttribLocation(myProgram.getName(), "cords");
I modify the shader as follow :
static const char *vertexShader = "#version 330\n\
uniform mat4 uModelView; \
in vec3 P; \
in vec2 cords; \
out vec2 uv; \
void main() { \
uv = cords; \
gl_Position = vec4(P, 1) * uModelView; \
}";
static const char *fragmentShader = "#version 330\n\
in vec2 uv; \
out vec4 finalColor; \
void main() { \
finalColor = vec4(uv,0.0,1.0); \
}";
I`m not able to run the shader or make sure that texAttribLocation gets valid value
(its gets -1)
1.there is any tip to debug the shader or getting meaningfull error readings.
I should do the error catcher my self ?
2. there is easier way to edit the shader ?
- glGetAttribLocation and program shader…
not sure about the order of operations here and their relationship .
any insight, links and explanations will be great!
Barak
Update :
Now things seem to work finally
I forgot to update the location checker and make sure it checks my attributes and uniforms.
if (vertAttribLocation == -1 || myModelViewUniform == -1 || texAttribLocation == -1)
{
myError = uniformError;
}
Still any additional tips and light on the subject will be great.