GlGetShaderInfoLog(shader, 512, nullptr, infoLog) GlGetShaderiv(shader, GL_COMPILE_STATUS, &success) GlShaderSource(shader, 1, &ShaderSource, nullptr) Std::string shaderString = readFile(fileLoc) Ĭonst char *ShaderSource = shaderString.c_str() GLuint shader = glCreateShader(shaderType) GLuint createandComplieShader(const std::string &fileLoc, GLuint shaderType) Std::string readFile(const std::string &fileLoc) The OpenGL shows me information, that my device doesn't support the 3.3 version. I'm actually learning OpenG元.3 to create a multiplatform application, which draws some sprites.Ĭurrently, I'm struggling at the compilation of vertexShader and fragShader.
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