OpengGL Shader Program fails
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Also you can use it for learning basic usage of VBO. :)
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[quote author="sasmaster" date="1316340394"]I can see you didn't define the format and it actually works ?Another question ,are those inclosed GLEW headers and sources used in your program? [/quote]
By format you mean 'window framebuffer pixel format'?
Yes, it's using GLEW, since there are glGenBuffers, glBindBuffers, glBufferData, glVertexAttribPointer etc.
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[quote author="sasmaster" date="1316343899"]But why haven't you used the Qt version of those methods?[/quote]
You mean QGLBuffer. Well at that time there was no QGLBuffer.
[quote]By Format I mean the QGLFormat.[/quote]
It uses default format. I don't see why would I need a fancy format for that code. :)
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An idea (maybe wrong...) : Implementation of openGL is platform (hardware) dependent. So I guess it could permit an universal call through various platforms or OpenGL revision (and avoid use of OGL extension which I used to add on mac OS platform for exemple).
Nervertheless I prefer use pure OpenGL functions call as long as OGL 4.0 (and so OGL ES 2.0) will not be supported anywhere...