I have a problem validating my shader program in LWJGL/OpenGL 3.
I read the documentation, but I can't seem to find a reason why a VAO is needed when calling glValidateProgram.
int program = glCreateProgram();
int vertexShader = glCreateShader(...);
int fragmentShader = glCreateShader(...);
// ... vertex and fragment shader loading, compiling, errorchecking ...
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "color");
glLinkProgram(program);
glDetachShader(program, shader);
glDetachShader(program, shader);
glValidateProgram(program);
if (glGetProgrami(program, GL_VALIDATE_STATUS) != GL_TRUE)
System.exit(-1);
This exits the program without any error message.
GL_LINK_STATUS is OK and GL.getErrors() also has nothing to report.
But when creating a VAO around glValidateProgram it works just fine.
I can also just ignore the fact that glGetProgrami returns GL_FALSE and just run the shader program.
What i mean with creating a VAO around glValidateProgram():
int vao = glGenVertexArrays();
glBindVertexArray(vao);
glValidateProgram(program);
if (glGetProgrami(program, GL_VALIDATE_STATUS) != GL_TRUE)
System.exit(-1);
glDeleteVertexArrays(vao);
When I do this, GL_VALIDATE_STATUS is true and I can draw my stuff.
The used shaders are simple passthrough shaders.
The vertex shader returns the position and the fragment shader returns the color.
So, why do I have to bind an VAO even though I can immediately delete it after the validation?