08-14-2014 02:24 AM
GLint RenderModeSaved;
glGetIntegerv(GL_RENDER_MODE, &RenderModeSaved);
OVR_ASSERT(glGetError() == 0);
glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &VertexAttribEnabledSaved[i]);
GL_INVALID_OPERATION is generated if pname is not GL_CURRENT_VERTEX_ATTRIB and there is no currently bound vertex array object.
08-14-2014 07:02 AM
"jherico" wrote:
Oculus should really be testing all their GL code against core profiles, but they're clearly not doing so since virtually every SDK release has had one issue or another with OpenGL versions > 3.x Core.