[***MetalGL ERROR***] GL_INVALID_VALUE. glLinkProgram(): Shader 1 does not exist
/SourceCache/AcceleratorKit/AcceleratorKit-17.7/Framework/MTLRenderPipeline.mm:839: failed assertion vertexFunction must not be nil.'
I was wondering what this means, and how can I go about fixing it?
Thanks for bringing this to our attention. It looks like you’ve uncovered an issue with how MetalGL handles the deletion of a shader that has just been attached to a program.
We’ll fix this for the next release. In the meantime, you can work around the issue in GLEssentials by commenting out the calls to glDeleteShader() in OpenGLRender.m.
I do have an iOS 8 device, and I still couldn’t get it to work. I have the following error when running Apple’s sample code:
[***MetalGL ERROR***] GL_INVALID_OPERATION. glGetUniformLocation(): Shader program 0 has not been linked.
2015-09-16 12:39:39.095 GLEssentials[1639:916118] No modelViewProjectionMatrix in character shader
2015-09-16 12:39:39.096 GLEssentials[1639:916118] GLError GL_INVALID_OPERATION set in File:/Users/macuser/Downloads/GLEssentials/GLEssentials/Source/Classes/OpenGLRenderer.m Line:436
2015-09-16 12:39:39.108 GLEssentials[1639:916118] Vtx Shader compile log:The OpenGL GLSL shader source code could not be converted to Metal shader source code because the MetalGL Shader Converter has not been linked to this build.
Shader source was not provided.