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Thread: Bugs in NV's GLSL implementation

  1. #1

    Bugs in NV's GLSL implementation

    I recently noticed that calling glGetHandleARB(GL_PROGRAM_OBJECT_ARB) when no program object has made current before crashes my application. This is with the 56.72 drivers. Can anyone confirm this?
    Also, I'm getting an GL error each time I try to set a uniform. But when I ignore these errors, my program seems to work perfectly.
    BTW: The whole stuff works out-of-the-box on ATI cards.

  2. #2
    Advanced Member Frequent Contributor
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    Re: Bugs in NV's GLSL implementation

    Are you doing something like setting a vec3 uniform with glUniform4f?

    I'll look into the glGetHandle crash you are seeing and make sure it gets fixed.

  3. #3

    Re: Bugs in NV's GLSL implementation

    Originally posted by jra101:
    Are you doing something like setting a vec3 uniform with glUniform4f?
    No, I'm mainly using glUniform3f to initialize vec3s, but the GL errors also appear when initializing floats with glUniform1f etc.

    I'll look into the glGetHandle crash you are seeing and make sure it gets fixed.
    Thanks, it would be nice to hear whether you can reproduce it.

  4. #4
    Advanced Member Frequent Contributor
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    Re: Bugs in NV's GLSL implementation

    I've been told that the glGetHandle crash has been fixed and the fix will be available in a future driver release.

    Can't see any reason why you would be getting a GL error. Can you send me a copy of your shader a long with the app source where you are getting the GL error?

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