I''m compiling and linking (no errors at all) the following shaders:
Fragment shader:
void main(void)
{
gl_FragColor=vec4(1.0,0.0,0.0,1.0);
}
Vertex shader:
void main(void)
{
gl_Position=ftransform();
}
I really hope that you won''t have any trouble understanding those complex shaders
. Anyway glUseProgramObjectARB crashes the application with an exception in atioglxx.dll. I have the latest 4.5 drivers. What could I be doing wrong?
I''m 100% sure that loading and compiling and linking functions are OK (well I check every compile and linking operation with glGetObjectParameterivARB and get GL_TRUE). The info log confirms the successful linking and tells me that everything will run in hardware. Any help?
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"