Hi all,
I'm using a shader that on and off generates an error.
Code :
//std::ifstream::pos_type mSize;
int mSize;
std::ifstream ctFile ("F:/Projekter/GLFW3_2/vertShader6.txt", std::ios::in|std::ios::binary|std::ios::ate);
    if (ctFile.is_open())
        printf("ctFile is_open\n");
        mSize = ctFile.tellg();
        printf("ctFile mSize : %i \n", mSize ) ;
        checkErrors() ;
        char *buffer = new char [mSize];
        ctFile.seekg (0, std::ios::beg);
        ctFile.read (buffer, mSize);
        buffer[mSize] = '\0';
        const GLchar *vertexShaderChars[] = { buffer };
I detect the error at checkErrors(). It's printed in my local language and translates to something like 'illigal counting'
The error sometimes generates a faul status:
glGetShaderiv(vertShader, GL_COMPILE_STATUS, &status);

I make a printf() of 'buffer' and it provides a correct visual impression of the shader-code/text.

It 'did' bypass GL_COMPILE_STATUS earlier without the error spawning a faul status, and I would have a functioning program ..

It probably takes a newbie to produce the code above ... any suggestion of a more straightforward code is welcome.