On Tue, Jan 20, 2015 at 3:54 AM, Ian Romanick i...@freedesktop.org wrote:
On 01/19/2015 04:35 AM, Erik Faye-Lund wrote:
On Mon, Jan 19, 2015 at 1:31 PM, Erik Faye-Lund kusmab...@gmail.com wrote:
On Mon, Jan 19, 2015 at 12:32 PM, Eduardo Lima Mitev el...@igalia.com
wrote:
The manual page for
Thank you Erik and Ian for taking a look to the patch.
On 01/20/2015 03:52 AM, Ian Romanick wrote:
On 01/19/2015 03:32 AM, Eduardo Lima Mitev wrote:
The manual page for glGetAttachedShaders, glGetShaderSource,
glGetActiveUniform and
glGetActiveUniform state that a GL_INVALID_VALUE is
On 01/19/2015 03:32 AM, Eduardo Lima Mitev wrote:
The manual page for glGetAttachedShaders, glGetShaderSource,
glGetActiveUniform and
glGetActiveUniform state that a GL_INVALID_VALUE is returned if the maximum
length
argument is less than zero. For reference, see:
On 01/19/2015 04:35 AM, Erik Faye-Lund wrote:
On Mon, Jan 19, 2015 at 1:31 PM, Erik Faye-Lund kusmab...@gmail.com wrote:
On Mon, Jan 19, 2015 at 12:32 PM, Eduardo Lima Mitev el...@igalia.com
wrote:
The manual page for glGetAttachedShaders, glGetShaderSource,
glGetActiveUniform and
The manual page for glGetAttachedShaders, glGetShaderSource, glGetActiveUniform
and
glGetActiveUniform state that a GL_INVALID_VALUE is returned if the maximum
length
argument is less than zero. For reference, see:
https://www.opengl.org/sdk/docs/man3/xhtml/glGetAttachedShaders.xml,
On Mon, Jan 19, 2015 at 1:31 PM, Erik Faye-Lund kusmab...@gmail.com wrote:
On Mon, Jan 19, 2015 at 12:32 PM, Eduardo Lima Mitev el...@igalia.com wrote:
The manual page for glGetAttachedShaders, glGetShaderSource,
glGetActiveUniform and
glGetActiveUniform state that a GL_INVALID_VALUE is
On Mon, Jan 19, 2015 at 12:32 PM, Eduardo Lima Mitev el...@igalia.com wrote:
The manual page for glGetAttachedShaders, glGetShaderSource,
glGetActiveUniform and
glGetActiveUniform state that a GL_INVALID_VALUE is returned if the maximum
length
argument is less than zero. For reference, see: