Valgrind tells, me that there's some invalid pointer access within the shader. Recheck, whether this still happens after updating the driver after updating to ubuntu 16.04
=> Still happening on ubuntu 16.04
New idea for a workaround:
[ ] Use binary shaders and do the compilation on a seperate process (and restart, if that process crashes ;) )
[ ] The ShaderManager should store a list of
[ ] shader include dirs
[ ] directories, where to search for shaders
[ ] shaders files (.vs, .fs, *.cs) and
[ ] all included shader files
[ ] all flags used by this shader or one of its includeded files
[ ] recompile, if a shader or one of its dependencies was changed
[ ] the compiled shaders
[ ] switching different flags would take only milliseconds without having to recompile everything
The application is crashing irregulary.
Valgrind tells, me that there's some invalid pointer access within the shader. Recheck, whether this still happens after updating the driver after updating to ubuntu 16.04 => Still happening on ubuntu 16.04
New idea for a workaround: