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Window / Re: How to create a window with debugging context?
« on: March 18, 2025, 04:41:47 pm »
I found the problem
.
It was that in a project with SFML I use advanced shaders that access transform matrices from GL_UNIFORM_BUFFER.
In the GLFW project, on the other hand, I was using shaders where the matrices were sent directly to the shader program every iteration of the game loop by calling glUniformMatrix4fv.
It was calling this function with the shaders disabled that caused the debug callback to trigger and I would get error messages.
Thank you for your help!

It was that in a project with SFML I use advanced shaders that access transform matrices from GL_UNIFORM_BUFFER.
In the GLFW project, on the other hand, I was using shaders where the matrices were sent directly to the shader program every iteration of the game loop by calling glUniformMatrix4fv.
It was calling this function with the shaders disabled that caused the debug callback to trigger and I would get error messages.
Thank you for your help!