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KrtekOrchanoff

Member Since 19 Feb 2013
Offline Last Active Feb 20 2013 04:11 PM
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Posts I've Made

In Topic: Unexpected behavior of glGetActiveUniformName

20 February 2013 - 08:30 AM

I had posted this question on StackOverflow as well and it has been answered there by "Nicol Bolas":

Quote

It seems the documentation is wrong here. The OpenGL specification is very clear here: length is for the number of characters that is actually written into the buffer. Also, the spec does not require any NULL checks for the uniformName parameter.
Or, to put it another way, you cannot use glGetActiveUniformName to get the length of the uniform's name. You have to do this with glGetActiveUniform.

I've corrected the documentation on the wiki.

So it seems to be a documentation issue rather than actual driver bug. Thank you for your quick reponse though!