I did that test in my blurs, and it worked 100%. use the blur shader program, set the blur uniforms, bind to no program (ie, glUseProgram(0)), and then use the blur shader, all works as expected.

I asked on the GL list and the uniform state retention is correct/ expected behavior, and I think its because im not properly handling the bound texture that the uniform expects, but now im doing it properly (as far as I am aware), and the behavior persists. :(

: http://lists.apple.com/archives/mac-opengl/2009/Jun//msg00040.html

thanks for your help.

On Jun 19, 2009, at 7:38 PM, Christopher Wright wrote:

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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