https://bugs.freedesktop.org/show_bug.cgi?id=36761
Lauri Kasanen changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|
https://bugs.freedesktop.org/show_bug.cgi?id=36761
--- Comment #5 from Brian Paul 2011-05-02 08:45:49 PDT
---
Can you call glGetError() before and after the call to glGetAttachedObjects()
to see if GL_INVALID_VALUE is generated? That's what Mesa and NVIDIA both do
(and the count parameter is un
https://bugs.freedesktop.org/show_bug.cgi?id=36761
--- Comment #4 from Lauri Kasanen 2011-05-02 08:10:52
PDT ---
You're right, when I set count = 0 before the call to GetAttachedObjects, it
stays 0.
However, this is the only shader program created, and it's very much working (I
can see the effe
https://bugs.freedesktop.org/show_bug.cgi?id=36761
--- Comment #3 from Brian Paul 2011-05-02 07:48:27 PDT
---
Perhaps 'program' doesn't name an existing shader program. In that case the
count parameter will not get set. I'll have to check the spec to see what's
supposed to be done when 'progra
https://bugs.freedesktop.org/show_bug.cgi?id=36761
--- Comment #2 from Lauri Kasanen 2011-05-02 07:44:26
PDT ---
Yes, gdb points the segfault to this line in Irrlicht source:
Driver->extGlDeleteObject(shaders[i]);
Which segfaults because it's trying to access the array beyond 8.
To check this I
https://bugs.freedesktop.org/show_bug.cgi?id=36761
--- Comment #1 from Brian Paul 2011-05-02 06:58:44 PDT
---
Are you sure about this? The code is as follows:
static void
get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
GLsizei *count, GLuint