see 24: What about UniformBlockBinding and ShaderStorageBlockBinding?
removed UniformBlockBinding
- unsigned int uloc_matrix;
-
glDebugMessageCallback(gldebug, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDebugMessageCallback(gldebug, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glGenBuffers(1, &ubo_matrix);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_matrix);
glBufferData(GL_UNIFORM_BUFFER, sizeof matrix_state, &matrix_state, GL_STREAM_DRAW);
glGenBuffers(1, &ubo_matrix);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_matrix);
glBufferData(GL_UNIFORM_BUFFER, sizeof matrix_state, &matrix_state, GL_STREAM_DRAW);
- uloc_matrix = glGetUniformBlockIndex(sdr, "matrix_state");
- glUniformBlockBinding(sdr, uloc_matrix, UBLOCK_MATRIX);
draw_mesh(&torus);
glBindSampler(0, 0);
draw_mesh(&torus);
glBindSampler(0, 0);
- //assert(glGetError() == GL_NO_ERROR);
+ assert(glGetError() == GL_NO_ERROR);