I spoke to some other "GL wizards" earlier about this exact issue and they said that if I unbind a shader, the uniforms that are already bound/set to it do not need to be reset/resubmitted when I re-bind, thus why i am not doing that. It follows the state laws of OpenGL no?

What happens if you remove all the interesting code, and just have it do glUseProgram(0);glUseProgram(previousProgram); in execute? (for me it crashes on all input, so I can't determine what's going on/if the shader swizzle is the culprit).

--
[ christopher wright ]
[email protected]
http://kineme.net/

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