Nah, I'm using 2.4.2.
I can't really show the specific code, because It's a pretty large project, and I don't know the real cause of it.
But it might have something to do with the shader, it might not get reset correctly.
This is the code for when I end my OpenGL shader execution and I'm resetting the things as they were before using the shader.
void End()
{
// Closing up vertex attributes channels
for (unsigned int i = 0; i < AttributeChannels; i++)
glDisableVertexAttribArray(i);
// Setting previous values
glUseProgram(PrevValues.ProgramID);
glBindVertexArray(PrevValues.VertexArray);
glBindBuffer(GL_ARRAY_BUFFER, PrevValues.VertexBuffer);
glClientActiveTexture(PrevValues.ClientTexture);
// Setting previous blending
if (PrevValues.BlendUsed)
{
if (PrevValues.BlendOn) glEnable(GL_BLEND);
else glDisable(GL_BLEND);
glBlendFunc(PrevValues.SRC_Alpha | PrevValues.SRC_RGB,
PrevValues.DST_Alpha | PrevValues.DST_RGB);
PrevValues.BlendUsed = false;
}
}
After this, some time later.
I call ImGui::SFML::Render();
Which inside calls the resetGLStates();
Which gives the error on the first glCheck() execution. (Not connected to the multitexture thing)
So is the problem that the first actual glGetError() function produces the error?
Or I'm just getting it wrong?
So are any of these states not compatible with SFML?