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Re: GL_INVALID_OPERATION after calling ShaderState.glUniform

Posted by Pete on Feb 26, 2016; 12:05pm
URL: https://forum.jogamp.org/GL-INVALID-OPERATION-after-calling-ShaderState-glUniform-tp4036347p4036367.html

There simply has to be something really stupid I'm doing that for the life of me I can't see yet. I've replaced my colour fill paint usages with my linear gradient paint - just to see what would happen - and everything is fine.. though slightly less efficient.

In an effort to address the original problem I have re-written my matrix class, I've stripped all the logic out of the colour paint class and associated shader files to simply draw the geometry filled red, no other data or ops. I've tried forcing other shaders to load first incase it was program id issue - non of this made any difference.

Completely baffled. I will get some trace + debug output if you want to take a look. I had a nice example of it drawing a texture, using the same geometry as a following colour fill, and you can see the texture ops go through ok, then the colour fill explode on glUniform.

I can't see it being precision modifiers either, as surely the texture shader would have blown as it was loaded & used first & features basically the same code + a texture sample op..

MADNESS!!