Comment 5 for bug 917997

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David Griffin (habilain) wrote :

Nope, it's my code. Turns out I'm querying the InfoLog of the shader to determine if it has compiled, which on the drivers I tested returns an empty string if all is well. But it seems it doesn't have to, according to the spec, and I should use glGetShader instead.

Now, I've committed a proper fix to my own branch, but said branch is not ready for merging to trunk at the moment (working on examples, and well, most of them are broken; not just the text example as in the alpha release). So, in the meantime, a quick hacky fix is to open PyGL3Display/sharedinfrastructure.py, go to line 518. It should read: "shaderLog = glGetShaderInfoLog(shader).strip()" . Change this to "shaderLog = None" - this will disable error checking on shaders, but that should be fine as it's more of a development feature than anything else.