On 5/18/06, H. Verbeet hverbeet@gmail.com wrote:
On 18/05/06, Jason Green jave27@gmail.com wrote:
/* We will check for errors later when we try to use the program */
Lets not do that. Assuming you're talking about inside drawPrimitiveDrawStrided, that's going to kill performance. What is the problem with checking for errors right after compilation?
The error wasn't being generated from GL using checkGLcall() until I called glUseProgramObjectARB() (equivalent to glBindProgramARB()). If there is an error, we need to use glGetInfoLogARB() to get the detailed error message. Up until that point, none of the other functions (Source, Compile, Attach, Link) return any type of error from checkGLcall().
But, I've got glGetObjectParameterivARB() working now to return the error code before glUseProgramObjectARB(), so I will resubmit the whole patchset soon with the changes. Thanks.