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#ActualSuperVGA

Posted 14 October 2012 - 01:35 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 glLinkProgram() successfully prior to that?

#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?

#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?

#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?

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