Spellcaster Studios

Make it happen…

OpenGL Porting – Part 7

Almost, but not quite there…

Basically, only one thing remaining: finding out what are the vertex/pixel constants required for the shader in question…

I should be able to iterate them with glGetProgramiv(program_id,GL_ACTIVE_UNIFORMS…), but this always returns 1, which can’t be…

After I solve this one, I’m golden! Smile Then it’s debug time to know why the great code I have is not doing anything!

No screenshot today, I’m sick of Visual Studios shots! Confused smile

Now listening to “The Mystery of Time” by “Avantasia”

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