Not getting uniform from Shader fragment with glGetUniformLocation [on hold]









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0
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My fragment shader looks like this:



#version 450
out vec4 frag_colour;
uniform vec4 u_Color;
void main ()
frag_colour = u_Color;



colorGlobal is a float changing its value upon buttonclick, initialized to float 0.0. when I run this code:



int locationColour = glGetUniformLocation(shader_program, "u_Color");

glUniform4f(locationColour, 0.9f, 0.3f, colorGlobal, 1.0f);


in my while (!glfwWindowShouldClose (window))



im getting -1 printed out for the locationColour. What could I have missed here?



when hardcoding the fragment shader like this:



#version 450
out vec4 frag_colour;
void main ()
frag_colour = vec4 (0.3, 0.3, 0.5, 1.0);



Then im getting a purple triangle. Any suggestions on why the uniform is not working properly?










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put on hold as off-topic by Nicol Bolas, derhass, Rabbid76, EdChum, Shiladitya yesterday


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Questions seeking debugging help ("why isn't this code working?") must include the desired behavior, a specific problem or error and the shortest code necessary to reproduce it in the question itself. Questions without a clear problem statement are not useful to other readers. See: How to create a Minimal, Complete, and Verifiable example." – Nicol Bolas, derhass, Rabbid76, EdChum, Shiladitya
If this question can be reworded to fit the rules in the help center, please edit the question.








  • 1




    Did you glUseProgram before glUniform4f?
    – Rabbid76
    yesterday










  • Yeah, right before the while loop.
    – orgee
    yesterday










  • Are you also calling glUniform4f before the while loop? Note that the currently attached program must be shader_program for you to be able to set the uniform for it.
    – wdc
    yesterday







  • 1




    Do you glLinkProgram before glGetUniformLocation?
    – Rabbid76
    yesterday










  • Thanks alot for your time guys. I did a horrible misstake, declared my shader_program as a global int and also a local int in the function where i link, attach the files. So I was using the global one which is only an int for the glGetUniformLocation.
    – orgee
    yesterday















up vote
0
down vote

favorite












My fragment shader looks like this:



#version 450
out vec4 frag_colour;
uniform vec4 u_Color;
void main ()
frag_colour = u_Color;



colorGlobal is a float changing its value upon buttonclick, initialized to float 0.0. when I run this code:



int locationColour = glGetUniformLocation(shader_program, "u_Color");

glUniform4f(locationColour, 0.9f, 0.3f, colorGlobal, 1.0f);


in my while (!glfwWindowShouldClose (window))



im getting -1 printed out for the locationColour. What could I have missed here?



when hardcoding the fragment shader like this:



#version 450
out vec4 frag_colour;
void main ()
frag_colour = vec4 (0.3, 0.3, 0.5, 1.0);



Then im getting a purple triangle. Any suggestions on why the uniform is not working properly?










share|improve this question















put on hold as off-topic by Nicol Bolas, derhass, Rabbid76, EdChum, Shiladitya yesterday


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Questions seeking debugging help ("why isn't this code working?") must include the desired behavior, a specific problem or error and the shortest code necessary to reproduce it in the question itself. Questions without a clear problem statement are not useful to other readers. See: How to create a Minimal, Complete, and Verifiable example." – Nicol Bolas, derhass, Rabbid76, EdChum, Shiladitya
If this question can be reworded to fit the rules in the help center, please edit the question.








  • 1




    Did you glUseProgram before glUniform4f?
    – Rabbid76
    yesterday










  • Yeah, right before the while loop.
    – orgee
    yesterday










  • Are you also calling glUniform4f before the while loop? Note that the currently attached program must be shader_program for you to be able to set the uniform for it.
    – wdc
    yesterday







  • 1




    Do you glLinkProgram before glGetUniformLocation?
    – Rabbid76
    yesterday










  • Thanks alot for your time guys. I did a horrible misstake, declared my shader_program as a global int and also a local int in the function where i link, attach the files. So I was using the global one which is only an int for the glGetUniformLocation.
    – orgee
    yesterday













up vote
0
down vote

favorite









up vote
0
down vote

favorite











My fragment shader looks like this:



#version 450
out vec4 frag_colour;
uniform vec4 u_Color;
void main ()
frag_colour = u_Color;



colorGlobal is a float changing its value upon buttonclick, initialized to float 0.0. when I run this code:



int locationColour = glGetUniformLocation(shader_program, "u_Color");

glUniform4f(locationColour, 0.9f, 0.3f, colorGlobal, 1.0f);


in my while (!glfwWindowShouldClose (window))



im getting -1 printed out for the locationColour. What could I have missed here?



when hardcoding the fragment shader like this:



#version 450
out vec4 frag_colour;
void main ()
frag_colour = vec4 (0.3, 0.3, 0.5, 1.0);



Then im getting a purple triangle. Any suggestions on why the uniform is not working properly?










share|improve this question















My fragment shader looks like this:



#version 450
out vec4 frag_colour;
uniform vec4 u_Color;
void main ()
frag_colour = u_Color;



colorGlobal is a float changing its value upon buttonclick, initialized to float 0.0. when I run this code:



int locationColour = glGetUniformLocation(shader_program, "u_Color");

glUniform4f(locationColour, 0.9f, 0.3f, colorGlobal, 1.0f);


in my while (!glfwWindowShouldClose (window))



im getting -1 printed out for the locationColour. What could I have missed here?



when hardcoding the fragment shader like this:



#version 450
out vec4 frag_colour;
void main ()
frag_colour = vec4 (0.3, 0.3, 0.5, 1.0);



Then im getting a purple triangle. Any suggestions on why the uniform is not working properly?







opengl






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share|improve this question













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edited yesterday









Rabbid76

29.3k112742




29.3k112742










asked yesterday









orgee

112




112




put on hold as off-topic by Nicol Bolas, derhass, Rabbid76, EdChum, Shiladitya yesterday


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Questions seeking debugging help ("why isn't this code working?") must include the desired behavior, a specific problem or error and the shortest code necessary to reproduce it in the question itself. Questions without a clear problem statement are not useful to other readers. See: How to create a Minimal, Complete, and Verifiable example." – Nicol Bolas, derhass, Rabbid76, EdChum, Shiladitya
If this question can be reworded to fit the rules in the help center, please edit the question.




put on hold as off-topic by Nicol Bolas, derhass, Rabbid76, EdChum, Shiladitya yesterday


This question appears to be off-topic. The users who voted to close gave this specific reason:


  • "Questions seeking debugging help ("why isn't this code working?") must include the desired behavior, a specific problem or error and the shortest code necessary to reproduce it in the question itself. Questions without a clear problem statement are not useful to other readers. See: How to create a Minimal, Complete, and Verifiable example." – Nicol Bolas, derhass, Rabbid76, EdChum, Shiladitya
If this question can be reworded to fit the rules in the help center, please edit the question.







  • 1




    Did you glUseProgram before glUniform4f?
    – Rabbid76
    yesterday










  • Yeah, right before the while loop.
    – orgee
    yesterday










  • Are you also calling glUniform4f before the while loop? Note that the currently attached program must be shader_program for you to be able to set the uniform for it.
    – wdc
    yesterday







  • 1




    Do you glLinkProgram before glGetUniformLocation?
    – Rabbid76
    yesterday










  • Thanks alot for your time guys. I did a horrible misstake, declared my shader_program as a global int and also a local int in the function where i link, attach the files. So I was using the global one which is only an int for the glGetUniformLocation.
    – orgee
    yesterday













  • 1




    Did you glUseProgram before glUniform4f?
    – Rabbid76
    yesterday










  • Yeah, right before the while loop.
    – orgee
    yesterday










  • Are you also calling glUniform4f before the while loop? Note that the currently attached program must be shader_program for you to be able to set the uniform for it.
    – wdc
    yesterday







  • 1




    Do you glLinkProgram before glGetUniformLocation?
    – Rabbid76
    yesterday










  • Thanks alot for your time guys. I did a horrible misstake, declared my shader_program as a global int and also a local int in the function where i link, attach the files. So I was using the global one which is only an int for the glGetUniformLocation.
    – orgee
    yesterday








1




1




Did you glUseProgram before glUniform4f?
– Rabbid76
yesterday




Did you glUseProgram before glUniform4f?
– Rabbid76
yesterday












Yeah, right before the while loop.
– orgee
yesterday




Yeah, right before the while loop.
– orgee
yesterday












Are you also calling glUniform4f before the while loop? Note that the currently attached program must be shader_program for you to be able to set the uniform for it.
– wdc
yesterday





Are you also calling glUniform4f before the while loop? Note that the currently attached program must be shader_program for you to be able to set the uniform for it.
– wdc
yesterday





1




1




Do you glLinkProgram before glGetUniformLocation?
– Rabbid76
yesterday




Do you glLinkProgram before glGetUniformLocation?
– Rabbid76
yesterday












Thanks alot for your time guys. I did a horrible misstake, declared my shader_program as a global int and also a local int in the function where i link, attach the files. So I was using the global one which is only an int for the glGetUniformLocation.
– orgee
yesterday





Thanks alot for your time guys. I did a horrible misstake, declared my shader_program as a global int and also a local int in the function where i link, attach the files. So I was using the global one which is only an int for the glGetUniformLocation.
– orgee
yesterday


















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