Vexator
08-14-2006, 06:56 AM
in my programs i have uniform variables like
uniform sampler2D u_Texture0;
uniform sampler2D u_Texture1;
uniform sampler2D u_Texture2;
i'd like to check after a shader has been compiled and linked, how many textures it expects. i thought i could use glGetUniformLocation(...) to check if an uniform exists, but the spec does not specify a return value for the case that a uniform was queried which does not exist. other ideas?
uniform sampler2D u_Texture0;
uniform sampler2D u_Texture1;
uniform sampler2D u_Texture2;
i'd like to check after a shader has been compiled and linked, how many textures it expects. i thought i could use glGetUniformLocation(...) to check if an uniform exists, but the spec does not specify a return value for the case that a uniform was queried which does not exist. other ideas?