#include <crtdbg.h>
#endif
+/* report GL errors, if any, to stderr */
+void checkError(const char *functionName)
+{
+ GLenum error;
+ while (( error = glGetError() ) != GL_NO_ERROR) {
+ fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName);
+ }
+}
+
/*
* OpenGL 2+ shader mode needs some function and macro definitions,
* avoiding a dependency on additional libraries like GLEW or the
return uniform;
}
+ checkError ("getAttribOrUniformLocation");
}
GLuint program;
fprintf (stderr, "compile log: %s\n", infoLog);
free (infoLog);
}
+ checkError ("compileAndCheck");
}
GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string)
{
GLuint shader = gl_CreateShader (type);
gl_ShaderSource (shader, count, string, NULL);
+
+ checkError ("compileShaderSource");
+
compileAndCheck (shader);
return shader;
}
fprintf (stderr, "link log: %s\n", infoLog);
free (infoLog);
}
+ checkError ("linkAndCheck");
}
void createProgram(GLuint vertexShader, GLuint fragmentShader)
if (fragmentShader != 0) {
gl_AttachShader (program, fragmentShader);
}
+
+ checkError ("createProgram");
+
linkAndCheck (program);
}
GLuint fragmentShader =
compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource);
+ checkError ("initShader - 1");
+
createProgram (vertexShader, fragmentShader);
gl_UseProgram (program);
shaderReady = -1;
else
shaderReady = 1;
+
+ checkError ("initShader - 2");
}
/*
gl_UseProgram (0);
glutSetVertexAttribCoord3(-1);
glutSetVertexAttribNormal(-1);
+
+ checkError ("display");
}
else
{