I detect the error at checkErrors(). It’s printed in my local language and translates to something like ‘illigal counting’
The error sometimes generates a faul status:
glGetShaderiv(vertShader, GL_COMPILE_STATUS, &status);
I make a printf() of ‘buffer’ and it provides a correct visual impression of the shader-code/text.
It ‘did’ bypass GL_COMPILE_STATUS earlier without the error spawning a faul status, and I would have a functioning program …
It probably takes a newbie to produce the code above … any suggestion of a more straightforward code is welcome.
the error ‘illegal counting’ persists, but it does not knock the program out right away. It runs a good handful of seconds and displays what it’s supposed to display, then pops a fatal error 1 (?) and says that too many errors has occurred. The errors are not caught in the application.
I counted the chars of the shader and it matches the right size. I display the shader-source in printf() and it’s not garbled … it adds a couple of blank lines in the console though.
I’ve changed a simple draw-triangle program (working perfectly with the same shader [and error?]) to display a height-field of 1201*1201 vertices (bitbanging to little-endian). I should go look for errors in that load and associated changes.