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182

answers:

1

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?

A: 

Fixed it. With glsl 1.1, the in and out qualifiers are not valid.

Orm
can you accept your own answer then ?
Bahbar