Are shaders being constructed outside of CompileShader() somehow? I modified it to add a tessellation stage but I've been scratching my head trying to figure out why they compile and link fine, but they affect nothing.
That is until I output the values every time SHADER::Bind was called and found 200-250 shader programs are being made before even touching CompileShader, and the only one used in Mario Kart Double Dash (my game for testing) is the font rasturizer.
glUseProgram(glprogid);
is being called where glprogid is "1" through "201" before it hits the first CompileShader.
What's going on there? I tried to find another place producing shaders but I can't find anything calling glAttachShader or glLinkProgram.
I need to figure out where the main drawing programs are being called so I can latch onto them to enable GL_PATCHES instead of GL_TRIANGLES/GL_TRIANGLE_STRIPS. So far, running with GL_PATCHES is drawing nothing but GL_POINTS. Which produces an interesting effect...
http://i.imgur.com/tnhx6CN.png
That is until I output the values every time SHADER::Bind was called and found 200-250 shader programs are being made before even touching CompileShader, and the only one used in Mario Kart Double Dash (my game for testing) is the font rasturizer.
glUseProgram(glprogid);
is being called where glprogid is "1" through "201" before it hits the first CompileShader.
What's going on there? I tried to find another place producing shaders but I can't find anything calling glAttachShader or glLinkProgram.
I need to figure out where the main drawing programs are being called so I can latch onto them to enable GL_PATCHES instead of GL_TRIANGLES/GL_TRIANGLE_STRIPS. So far, running with GL_PATCHES is drawing nothing but GL_POINTS. Which produces an interesting effect...
http://i.imgur.com/tnhx6CN.png