On 2014/01/27 9:49, wolfviking0 wrote:
> Hi Jukka I found my trouble,
>
> the code was : 
>
>     m_program = glCreateProgram();
>     if ( !m_program )
>         error::throw_ex("unable to create GLSL
> program",__FILE__,__LINE__);
>     
>     glBindAttribLocation(m_program, 0, "a_position");
>     glBindAttribLocation(m_program, 1, "a_color");
>     glBindAttribLocation(m_program, 2, "a_texCoord0");
>
>     for ( auto it = shaders.begin(); it != shaders.end(); ++it )
>         glAttachShader(m_program, *it);
>
> As you see the attach shader was call after bindAttrib, if I change
> the order call the attachShader before it's working :)
>
> Theorically must be work natively, but may be some limitation in
> webgl, anyway thanks for the link
>
>
It looks like a bug in the WebGL implementation. The OpenGL ES spec says
"BindAttribLocation may be issued before any shaders are attached to the
program object."

Regards

    -Mark

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