Re: glUniformMatrix4dv doesn't work?
Posted by clevengr on
URL: https://forum.jogamp.org/glUniformMatrix4dv-doesn-t-work-tp4026160p4026172.html
A followup question: is there any concise way to figure out what methods in, say, a GL3 are always available and which methods require an extension? The reason I didn't test for the shader_fp64 extension was that I didn't realize glUniformMatrix4dv() required that extension. I suppose it makes sense in this case, but since the program compiled with a reference to that method I overlooked the possibility that an extension was required to use it. How would I have known that (in general) without being intimately familiar with all the approved extensions and with what GL3 methods require them? (Maybe the answer is that I need to have that familiarity, but on the other hand not everyone has the same level of expert familiarity with the entire spec; I'm wondering if there is some obvious way to know that "you can't use method X, even if it compiles, unless you have extension Y"... like, perhaps, an interface type which is a subset of GL3 that only uses methods that don't require extension? Is there such a thing and I just don't know about it?)
Thanks.