The Mac implementation of OpenGL requires a fragment shader even when rendering is only updating depth/shadow or stencil information. This is a violation of the OpenGL spec, the fragment shader should be optional in these cases. This affects the Shadow Mapping, Volume Rendering, and Stencil Buffer examples.
The work-around is to provide a fragment shader that consists of just a main() function that does nothing.
I don't know if LLGL should just document this quirk or provide a fragment shader internally to provide a consistent API across platforms.
The Mac implementation of OpenGL requires a fragment shader even when rendering is only updating depth/shadow or stencil information. This is a violation of the OpenGL spec, the fragment shader should be optional in these cases. This affects the Shadow Mapping, Volume Rendering, and Stencil Buffer examples.
The work-around is to provide a fragment shader that consists of just a
main()
function that does nothing.I don't know if LLGL should just document this quirk or provide a fragment shader internally to provide a consistent API across platforms.