The reason the latter works is that glGetError() is called twice, and as the first one is called without resulting in an error, glGetError() returns 0 inside the ExitOnGLError() function.
IIRC, 1282 Means invalid value. - Are you sure that shader->ID was created from a glLinkProgram() successfully prior to that?
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#3SuperVGA
Posted 14 October 2012 - 01:34 AM
The reason the latter works is that glGetError() is called twice, and as the first one is called without resulting in an error, glGetError() returns 0 inside the ExitOnGLError() function.
IIRC, 1282 Means invalid value. - Are you sure that shader->ID was created from a glCreateProgram() successfully prior to that?
IIRC, 1282 Means invalid value. - Are you sure that shader->ID was created from a glCreateProgram() successfully prior to that?
#2SuperVGA
Posted 14 October 2012 - 01:32 AM
The reason the latter works is that glGetError() is called twice, and as the first one is called without resulting in an error, glGetError() returns 0 inside the ExitOnGLError() function.
IIRC, 1282 Means invalid value. - Are you sure that shader->ID was created from a glCreateProgram() successfully prior to that?
IIRC, 1282 Means invalid value. - Are you sure that shader->ID was created from a glCreateProgram() successfully prior to that?
#1SuperVGA
Posted 14 October 2012 - 01:32 AM
The reason the latter works is that glGetError() is called twice, and as the first one is called without resulting in an error, glGetError() returns 0 inside the ExitOnGlError() function.
IIRC, 1282 Means invalid value. - Are you sure that shader->ID was created from a glCreateProgram() successfully prior to that?
IIRC, 1282 Means invalid value. - Are you sure that shader->ID was created from a glCreateProgram() successfully prior to that?