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glGetShaderInfoLog to std::string?


glGetShaderInfoLog to std::string?

By : facost com
Date : November 20 2020, 11:01 PM
With these it helps Both string::c_str() and string::data() return a const char* until C++17. Since C++17, string::data() has an overload that will return a char*. This means this code snippet is invalid.
Edit: An easier and as efficient solution is to use &str[0]. The subscript operator will return a char&.
code :
// ...
std::vector<char> v(log_length);
glGetShaderInfoLog(fs, log_length, NULL, v.data());
std::string s(begin(v), end(v));


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glGetShaderInfoLog returns empty string (android)

glGetShaderInfoLog returns empty string (android)


By : user2593548
Date : March 29 2020, 07:55 AM
it fixes the issue You're suffering from a bug. I worked around by using the old GL ES 2.0 bindings to get a functioning glGetShaderInfoLog. Like this:
code :
import com.badlogic.gdx.backends.android.AndroidGL20;
...
AndroidGL20 gl2 = new AndroidGL20();
Log.e(TAG, gl2.glGetShaderInfoLog(shader));
Unable to retrieve an error message from glGetShaderInfoLog

Unable to retrieve an error message from glGetShaderInfoLog


By : Micah Beasley
Date : March 29 2020, 07:55 AM
With these it helps I am attempting to build a simple OpenGL 3.2 program which consists of a single fragment shader, but I do not seem to be able to actually compile the shader. I'm fairly sure that my shader syntax is correct, but even if it's not, I am unable to retrieve an error message using glGetShaderInfoLog. , As noted in a previous comment, the glCompileShader call was missing.
What encoding is used by functions such as glGetString and glGetShaderInfoLog

What encoding is used by functions such as glGetString and glGetShaderInfoLog


By : julie
Date : March 29 2020, 07:55 AM
help you fix your problem OpenGL 4.3 Compatibility Profile Specification, section 22.2, page 627:
EXC_BAD_ACCESS glGetShaderInfoLog - How to proceed?

EXC_BAD_ACCESS glGetShaderInfoLog - How to proceed?


By : parag agrawal
Date : March 29 2020, 07:55 AM
wish helps you I'm using Marmalade C++ and Open GL ES 2.0. Several tutorials I am working through and I keep getting the same error: , In:
code :
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
GLsizei info_length = 0;
glGetShaderInfoLog(shader, infoLen, &info_length, infoLog);
glGetShaderInfoLog returns empty string, but shader program is not linked correctly

glGetShaderInfoLog returns empty string, but shader program is not linked correctly


By : Justin Tracey
Date : March 29 2020, 07:55 AM
hop of those help? Found it. The reason were several varyings and uniforms that did not specify a precision qualifier:
code :
varying vec4 vPosition;
varying lowp vec4 vPosition;
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