Hello!
I got this really weird problem that I am searching a solution for. You see, I have created a glsl shader to handle simple shadowmaps. This project was created on a computer that uses a GTX 260. Recently I transferred my project to my home computer and it seems that the shader doesn’t load at all; however, I won’t get any compile errors.
And yes, I am pretty sure that it worked on the other computer before transfer (but I am starting to get curious ofc ^^). What I have done is to try to track down the problem as far as possible, and right now I think that it is something wrong with the glsl program linking. This is what I use:
GLint link_status;
glGetObjectParameterivARB(m_shadowShader.m_shadowShaderId, GL_OBJECT_LINK_STATUS_ARB, &link_status);
assert(1 == link_status);
I get an error and the program terminates. If I try to get the location of some uniforms (after the linking) I will get some strange values returned, like
m_shadowShader.m_numlightsUniform = glGetUniformLocationARB(m_shadowShader.m_shadowShaderId, "NumLights");
will return 4294967295, which doesn’t seem right.
Do you know if this might be a driver bug or something? I can’t really think of anything else. I tried to create a simple color shader and I still got the linking error.
Would be really greatful for any suggestions :biggrin-new:
Current GPU: GeForce 8800 GTS 512