And to be totally safe, logging should be used as follows, and after the call to glCompileShader()
GLint retParam;
glGetShaderiv(m_openGLID, GL_COMPILE_STATUS, &retParam);
if(retParam != GL_TRUE)
{
GLint errorMsgLen = 0;
glGetShaderiv(m_openGLID, GL_INFO_LOG_LENGTH, &errorMsgLen);
if (errorMsgLen > 0)
{
GLsizei charsWritten = 0;
GLchar *errorMsg = new GLchar[errorMsgLen];
glGetShaderInfoLog(m_openGLID, errorMsgLen, &charsWritten, errorMsg);
/*Do something with errorMsg*/
}
}