[quote name='Mauricio Cinelli' timestamp='1311641979' post='4840313']
[quote name='ApochPiQ' timestamp='1311641789' post='4840309']
[quote name='TTT_Dutch' timestamp='1311641300' post='4840304']
Ok well I can not do anymore error checking within my program because every single thing that could go wrong is being checked. Is there any other error checking outside of the program that I can do?
I have a tremendously hard time believing this.
Of course, since you refuse to provide any code, I'm not in any position to objectively dispute your claim, so...
[/quote]
Only things that can be happening is:
Not loading libraries
Debian with old libraries
Code referencing wrong libraries
Or some other issue in the code that is perfectly legal in Windows but not in linux
EDIT 1
So... test some sample apps and see if you can get GL running. if you can, your code is wrong in the big project, if it's not loading, then you're loading it the wrong way
Good luck
[/quote]
Ok well I found an SDL + OpenGL app and it works. Still looking for a GLEW + SDL + Shader based OpenGL app though. Also I know its loading libraries because if it doesn't it will throw an error. Debian shouldnt have old libraries since I just compiled the latest source from the libraries websites. What do you mean code referenceing wrong libraries and code that is legal in windows and not in linux?
And of course all of those things can be tested for trivially.
Dutch insists, however, that he's already testing for every possible error, so...
Ok well obviously I am missing something but every if statement that could possibly fail is checked and every function that returns an error code on whether or not it worked is check. Every file is checked when its opened and checked if it is read correctly. Every shader is checked if its compiled then we check the shader compilation log. We have one GL error but it is on both of our systems and it is thrown before there are even any GL calls so we believe that its some GL error or something.
EDIT: If you would like to know what it is, its pMesh = &m_mesh[meshName]; where pMesh is a Geometry * and m_mesh is a map<string,Geometry>. There are no GL calls before this or in Geometry's comstructor and the only thing to do with GL is GLEW at this point.
[/quote]
Ok so I have looked around and the OpenGL error above is the only error that I have had for awhile and can find.