Hi All,
I cannot understand why this code always generates an GL_INVALID_VALUE error.
Is it because the shader cannot be used on a ‘FBO render to texture’?
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-bestSize / 2, +bestSize / 2,
-bestSize / 2, +bestSize / 2,
-1e6, +1e6);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glu.LookAt(center.x, center.y, 1,
center.x, center.y, 0,
0, 1, 0);
glViewport(0, 0, shadowTextureSize, shadowTextureSize);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glUseProgram(myProgram);
glBegin(GL_TRIANGLES);
glVertex2i(0, 0);
glVertex2i(100, 0);
glVertex2i(100, 100);
glEnd();
glUseProgram(0);
Shaders code:
void main()
{
gl_Position = ftransform();
}
void main()
{
gl_FragColor = vec4(0.9,0.4,0.8,1.0);
}