I have recently been learning to program shaders in OpenGL. Normally to use custom shaders with openFrameworks I change main.cpp from this:
ofSetupOpenGL(1024, 768, OF_WINDOW); // <-------- setup the GL context // this kicks off the running of my app // can be OF_WINDOW or OF_FULLSCREEN // pass in width and height too: ofRunApp(new ofApp());
ofGLWindowSettings settings; settings.setSize(1200, 800); settings.setGLVersion(3, 2); ofCreateWindow(settings); ofRunApp(new ofApp());
This is the first time I’ve used custom shaders in a project that is also using ofMaterial. I’ve noticed that after switching to GL version 3.2, all the places in my scene where I am using an instance ofMaterial are no longer working properly. Is this expected behaviour and do I now need to write custom shaders to create my own ofMaterial?
Any help would be appreciated!