Hello GL guru!
This problem is such weird I’m sure it has a simple explanation.
This code:
https://github.com/Narann/mupen64plus-video-rice/blob/master/src/OGLCombiner.cpp#L134
GLint status;
pglGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
printf("Compile shader failed:
");
printf("Shader type: ");
switch(shaderType)
{
case GL_VERTEX_SHADER :
printf("Vertex
");
break;
case GL_FRAGMENT_SHADER :
printf("Fragment
");
break;
default:
printf("Unknown?
");
break;
}
GLint param = 0;
pglGetShaderiv(shader, GL_INFO_LOG_LENGTH, ¶m);
GLsizei infoLogLength = (GLsizei) param;
assert( infoLogLength >= 0 );
GLchar infoLog[ infoLogLength ];
pglGetShaderInfoLog(shader, infoLogLength, NULL, infoLog);
printf("Info log:
%s
", infoLog);
printf("GLSL code:
%s
", shaderSrc);
pglDeleteShader(shader); OPENGL_CHECK_ERRORS
}
Return this:
Compile shader failed:
Shader type: Fragment
Info log:
0��t
Can anyone explain me why I get this weird output message? What is wrong in my code? Is this driver related?
Notice I don’t have any problem with Desktop GL but it’s GL ES 2 which seems to be unable to compile.
A big thanks in advance!
Note: The “OPENGL_CHECK_ERRORS” is empty.