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I'm programming OpenGL in Java, not C++, but it should be the same concept. You can't validate your shader if you haven't assigned a VAO to the shader. glValidateProgram() checks whether the "executables contained in the program [shader] can execute given the current OpenGL state." If you haven't assigned a VAO to the shader, it can't validate because there's no VAO to check. Bind your VAO with glBindVertexArray(vaoID).
Describe the bug
Build worked fine, but running does not work: app shows only the black screen. Related: #156
Console shows this error:
To Reproduce
Steps to reproduce the behavior:
Expected behavior
App runs OK.
Desktop (please complete the following information):
Additional context
#version 120
to#version 140
, as in Issue compiling on Linux Mint #125#define glGenVertexArrays glGenVertexArraysAPPLE
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