I got this after querying the info logs when a compile error occurred. I have not been able to find a single resource that tells me what the error code even means!
Using Ubuntu 9.10 with an Intel mobile chipset that supports glsl 1.1. Mesa driver.
Vertex Shader:
#version 110
in vec3 m2d_blendcolor;
out vec3 color;
// out vec2 texcoord0;
void main(void)
{
gl_Position = ftransform();
color = m2d_blendcolor;
}
Fragment shader:
#version 110
in vec3 color;
void main(void)
{
gl_FragColor = vec4(color, 1.0);
}
When I initialize my shader object, I call:
shader.bindAttrib(0, "m2d_vertex");
shader.bindAttrib(1, "m2d_texcoord0");
shader.bindAttrib(2, "m2d_blend_color");
// these call
glBindAttribLocation(m_programID/*internal GLuint*/, index, attribName.c_str());
Is it that I'm binding the vertex attributes too soon? Do they have to be bound when the shader is bound?