Hey guys,
these are probably silly questions but I'm starting to poke my head into OpenGL and have a few questions.
it says
QuoteFor implementations that support a shader compiler
and there's a reference to a glShaderBinary.
From what I gather shaders can be compiled externally into a binary format and then loaded directly vs doing the compilation at load/runtime. Is this a valid concern nowadays? Meaning, is it something I need to be aware of in code or do all reasonably recent GPU's have the ability to compile opengl shaders?
Also I'm guessing the opengl shader dialect is probably tied to the opengl version?
This references errors, but it's a void return. Is it expected that you call glGetError to determine if this error'd? It seems to be the case, but I thought I'd ask just to be explicit.
Also, does anyone have a link to code that has a robust solution for compiling/preparing OpenGL shaders? It would really help me to see something that wasn't a toy implementation that makes a lot of assumptions to simplify code.
Thanks a bunch guys!