Ok, for some reason I can't seem to compile my shader for openGL due to this:
now here is my vert / frag shader.
shader.vert
#version 150 core
in vec3 in_Position;
in vec3 in_Color;
out vec3 pass_Color;
void main(void)
{
gl_Position = vec4(in_Position, 1.0);
pass_Color = in_Color;
}
shader.frag
#version 150 core
in vec3 pass_Color;
out vec4 out_Color;
void main(void)
{
out_Color = vec4(pass_Color, 1.0);
}
so, i don't know why this is not compiling good. Also, my GTX 450 NVIDIA card doesn't seem to support wglewCreateContext which is weird, is there anyway to be sure it doesn't support it? (I would think it would be common among cards of this day to support this:
if(wglewIsSupported("WGL_ARB_Create_Context") == 1)
{
this->m_GLRC = ::wglCreateContextAttribsARB(this->m_deviceContext, NULL, attributes);
wglMakeCurrent(NULL,NULL);
wglDeleteContext(m_GLRC);
wglMakeCurrent(m_deviceContext, m_GLRC);
MessageBoxA(NULL,"context created",NULL,MB_OK);
}