I’m porting some code to OpenGL 4, and have run into trouble with my vertex buffers. My same OpenGL 2 code is producing an INVALID_VALUE error after a call to glVertexAttribPointer().
At the beginning of my program, I set up one vertex array object to be shared across vertex buffers:
GLuint vao; glGenVertexArrays(1,&vao); glBindVertexArray(vao);
And then my code to enable the vertex buffer looks like this:
glBindBuffer(GL_ARRAY_BUFFER,buffer); glEnableVertexAttribArray((GLuint)target); glVertexAttribPointer((GLuint)target,coordinates,gltype,normalize,0,NULL);
Are there any common known issues when transitioning from OpenGL 2 to OpenGL 4 that could explain this? Thanks.