chris clepper wrote:
The crash is in glCreateShaderObjectARB and it crashes only when there is no GL context. After creating a context it gets past that. This usually isn't a problem on Windows like it is on the Mac, but looks like the GLSL code is actually following spec this time. Do we create a generic context like on the Mac for Windows (and possibly Linux)?
i thought so, but i haven't checked.
Also, the object is spitting out garbage float values for the shader IDs now. This used to work!?!
yes it did. e.g. the example patch 02.advanced/18.gl_shading_language.pd does work here (though there are probably more elaborate examples of how shaders can be used)
mfasdr. IOhannes