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I don't think this matters but I just thought I'd point out that according to the OpenGL ES 2.0 spec a driver is allowed to always succeed at glCompileShader time as long as those errors are caught at glLinkProgram time. In other words you could do
gl.shaderSource(someShader, "bla bla bla");
gl.compileShader(someShader);
var success = gl.getShaderParameter(someShader, gl.COMPILE_STATUS);
And according to the spec it's valid for success to be true as long as later when you call gl.linkProgram and check that gl.getProgramParameter(someProgram, gl.LINK_STATUS) returns false.
I don't know of any drivers that do this, possibly some mobile drivers so it's probably not important but I just thought I'd point it out.
The text was updated successfully, but these errors were encountered:
I don't think this matters but I just thought I'd point out that according to the OpenGL ES 2.0 spec a driver is allowed to always succeed at glCompileShader time as long as those errors are caught at glLinkProgram time. In other words you could do
And according to the spec it's valid for
success
to betrue
as long as later when you callgl.linkProgram
and check thatgl.getProgramParameter(someProgram, gl.LINK_STATUS)
returns false.I don't know of any drivers that do this, possibly some mobile drivers so it's probably not important but I just thought I'd point it out.
The text was updated successfully, but these errors were encountered: