On 01/25/2016 06:33 PM, Timothy Arceri wrote:
> On Mon, 2016-01-25 at 16:58 -0800, Ian Romanick wrote:
>> On 01/25/2016 04:46 PM, Timothy Arceri wrote:
>>> Previously an empty program would go through the entire
>>> link_shaders() function and we would have to be careful
>>> not to cause a segfault
On Tuesday, January 26, 2016 11:46:19 AM PST Timothy Arceri wrote:
> Previously an empty program would go through the entire
> link_shaders() function and we would have to be careful
> not to cause a segfault.
>
> In core profile also now set link_status to false by
> generating an error, it was p
On Tue, 2016-01-26 at 13:33 +1100, Timothy Arceri wrote:
> On Mon, 2016-01-25 at 16:58 -0800, Ian Romanick wrote:
> > On 01/25/2016 04:46 PM, Timothy Arceri wrote:
> > > Previously an empty program would go through the entire
> > > link_shaders() function and we would have to be careful
> > > not t
On Mon, 2016-01-25 at 16:58 -0800, Ian Romanick wrote:
> On 01/25/2016 04:46 PM, Timothy Arceri wrote:
> > Previously an empty program would go through the entire
> > link_shaders() function and we would have to be careful
> > not to cause a segfault.
> >
> > In core profile also now set link_stat
On 01/25/2016 04:46 PM, Timothy Arceri wrote:
> Previously an empty program would go through the entire
> link_shaders() function and we would have to be careful
> not to cause a segfault.
>
> In core profile also now set link_status to false by
> generating an error, it was previously set to true
Previously an empty program would go through the entire
link_shaders() function and we would have to be careful
not to cause a segfault.
In core profile also now set link_status to false by
generating an error, it was previously set to true.
From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 sp