do binding of VS inputs and FS outputs before linking shader programs, as per OpenGL standard.

should fix the rendering issues with strict drivers (AMD, Intel).
This commit is contained in:
Arisotura
2019-05-31 02:26:13 +02:00
parent 6f5e45ef2c
commit 06e08b053f
4 changed files with 37 additions and 15 deletions

View File

@ -49,7 +49,7 @@
#ifndef __WIN32__
#define DO_PROCLIST_1_3(func)
#define DO_PROCLIST_1_3(func)
#else
@ -131,6 +131,7 @@ DO_PROCLIST(DECLPROC_EXT);
bool OpenGL_Init();
bool OpenGL_BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
bool OpenGL_LinkShaderProgram(GLuint* ids);
void OpenGL_DeleteShaderProgram(GLuint* ids);
void OpenGL_UseShaderProgram(GLuint* ids);