A number of times I’ve mistakenly tried to bind a
GL_RG32F texture buffer to a
This mismatch in the image unit format silently fails and all reads result in zeroes. I’d love a way to detect this and report an error.
glGetActiveUniform goes a long way in helping debugging, but doesn’t seem to report
layout() information. Is there any other way I can find this information to do some error checking?