Re: glGetUniformLocation fails in confinement mode

2017-01-31 Thread Jamie Strandboge
On Tue, 2017-01-31 at 17:04 +0100, Didier Roche wrote: > Le 30/01/2017 à 15:39, Jamie Strandboge a écrit : > > On Mon, 2017-01-30 at 08:47 -0500, Stephen M. Webb wrote: > > > On 2017-01-30 01:56 AM, Spencer Parkin wrote: > > While harmless, it is also confusing. I'm not super familiar with the > >

Re: glGetUniformLocation fails in confinement mode

2017-01-31 Thread Didier Roche
Le 30/01/2017 à 15:39, Jamie Strandboge a écrit : > On Mon, 2017-01-30 at 08:47 -0500, Stephen M. Webb wrote: >> On 2017-01-30 01:56 AM, Spencer Parkin wrote: >>> >>> >>> I have a program that has successfully snapped and run in confinement mode, >>> but then I added a pixel and vertex shader >>>

Re: glGetUniformLocation fails in confinement mode

2017-01-30 Thread Spencer
Okay, I remember now. I was silently skipping absent shader files because, as I understand it, a shader program may consist of only a vertex program or only a fragment program or some other permutation of vertex, fragment, geometry and compute shaders. In a better API, I would flag the

Re: glGetUniformLocation fails in confinement mode

2017-01-30 Thread Spencer
Oh, you're right! I don't know why I silently fail when the file doesn't exist. That was stupid. And I can see that I'm installing all resource files except for the shaders directory. That's the problem. My bad; I'm an idiot. Thanks. I'll resnap later today after work when I get the