The bug where selection outlining would not work on startup was caused by trying to upload the origDims and mult uniforms in the LoadFromFile function before the shader programs were created. This means that those program IDs were just 0, so when we did bind(programID) it was just binding to zero and not finding the variable locations in the shaders to upload to. This highlights how we have a lack of OpenGL error handling.
The bug where selection outlining would not work on startup was caused by trying to upload the origDims and mult uniforms in the LoadFromFile function before the shader programs were created. This means that those program IDs were just 0, so when we did bind(programID) it was just binding to zero and not finding the variable locations in the shaders to upload to. This highlights how we have a lack of OpenGL error handling.