1. There is a way to do it, but it's non-obvious. Hopefully documentation could fix this.
2. There isn't a way to do it, so either
a. the OpenGL package shouldn't claim to be 3.2 compliant, or
b. the functionality should be added ;-)
Does anyone know which case the current package falls into? And/or what can be done about making sure no one else in the future has the same problem that Yusuke has? I'd be willing to help out, but I don't know where to start.
Thanks,
Myles
On Fri, Aug 24, 2012 at 9:31 AM, Yusuke Kajimoto
<usk@lunaticengine.org> wrote:
Thank you for your reply.
I achieved my aim using OpenGLRaw just now!
But as there are no methods to access UniformLocation, AttribLocation, VertexShader, FragmentShader and Program type internals, I rewrote almost all of code around GLSL with OpenGLRaw...