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example Hello_Triangle. glCreateShader() = 0 #34
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And you can see "(Error) There is no context bound to the current thread." in console... |
@OrangeWxc What GPU and OpenGL driver are you using? Which OpenGL ES 3.0 SDK? It sounds like somehow OpenGL ES context creation failed and glCreateShader is probably just the first entrypoint to be called. |
On windows10 system,I use PowerVR_SDK 4.0. build a new code,Now,a new prolem: FATAL - Exception thrown in GLES32Api::glGetnUniformfvKHR -> FATAL: No EGL context available for type GLES32Api when calling glGetnUniformfvKHR |
Hello, I am getting the same error. Not sure why I am getting this. I am using PowerVR SDK for linux. If you have any idea about this error, please share. Thanks |
found one more thing: Thanks, |
I faced the same issue while trying to build another solution based on a sample. The problem was in the _UNICODE preprocessor definition. I also had to switch the Character Set option to Use Multi-Byte Character Set. I'm on Windows with vs 2017. Hope it helps. |
The example of Hello_Triangle.
`GLuint LoadShader ( GLenum type, const char *shaderSrc )
{
GLuint shader;
GLint compiled;
// Create the shader object
shader = glCreateShader ( type );
if (shader == 0)
{
return 0;
}
// Load the shader source
glShaderSource ( shader, 1, &shaderSrc, NULL );
// Compile the shader
glCompileShader ( shader );
// Check the compile status
glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
GLint infoLen = 0;
}
return shader;
}`
why glCreateShader() return 0? I didn't change any code.
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