char *vs = NULL,*fs = NULL;
vert = glCreateShader(GL_VERTEX_SHADER);
frag = glCreateShader(GL_FRAGMENT_SHADER);
vs = textFileRead(vertFile);
fs = textFileRead(fragFile);
const char * ff = fs;
const char * vv = vs;
glShaderSource(vert, 1, &vv, NULL);
glShaderSource(frag, 1, &ff, NULL);
free(vs); free(fs);
glCompileShader(vert);
glCompileShader(frag);
program = glCreateProgram();
glAttachShader(program, frag);
glAttachShader(program, vert);
glLinkProgram(program);
glUseProgram(program);
LoadCubeTexture(filename, compressedTexture);
GLint location = glGetUniformLocation(program, "tex");
glUniform1i(location, 0);
glActiveTexture(GL_TEXTURE0);
EyePos = glGetUniformLocation(program, "EyePosition");
glUniform4f(EyePos, EyePosition.X(),EyePosition.Y(),
EyePosition.Z(), 1.0);
DWORD bob = glGetError();
//All is fine here
glEnable(GL_DEPTH_TEST);
vert = glCreateShader(GL_VERTEX_SHADER);
frag = glCreateShader(GL_FRAGMENT_SHADER);
vs = textFileRead(vertFile);
fs = textFileRead(fragFile);
const char * ff = fs;
const char * vv = vs;
glShaderSource(vert, 1, &vv, NULL);
glShaderSource(frag, 1, &ff, NULL);
free(vs); free(fs);
glCompileShader(vert);
glCompileShader(frag);
program = glCreateProgram();
glAttachShader(program, frag);
glAttachShader(program, vert);
glLinkProgram(program);
glUseProgram(program);
LoadCubeTexture(filename, compressedTexture);
GLint location = glGetUniformLocation(program, "tex");
glUniform1i(location, 0);
glActiveTexture(GL_TEXTURE0);
EyePos = glGetUniformLocation(program, "EyePosition");
glUniform4f(EyePos, EyePosition.X(),EyePosition.Y(),
EyePosition.Z(), 1.0);
DWORD bob = glGetError();
//All is fine here
glEnable(GL_DEPTH_TEST);