When I set glStencilFunc( GL_NEVER, . . . )
effectively disabling all drawing, and then run my [shader-bound] program I get no performance increase over letting the fragment shader run. I thought the stencil test happened before the fragment program. Is that not the case, or at least not guaranteed? Replacing the fragment shader with one that simply writes a constant to gl_FragColor does result in a higher FPS.
I m getting this linker error. I know a way around it, but it s bugging me because another part of the project s linking fine and it s designed almost identically. First, I have namespace LCD. Then I ...