Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6037661
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 23, 20262026-05-23T06:06:25+00:00 2026-05-23T06:06:25+00:00

I have a shader that has the following uniform declared: uniform highp float fr;

  • 0

I have a shader that has the following uniform declared:

uniform highp float fr;

In my rendering method, it gets set accordingly:

GLfloat num = 1.0f;
glUniform1f(glGetUniformLocation(self.Program, "fr"), num);

But it doesn’t get set at all. These seems pretty basic so I can’t spot why it isn’t working.
Have I used the correct syntax?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-23T06:06:26+00:00Added an answer on May 23, 2026 at 6:06 am

    I have found my issue.

    I was setting the uniform before calling use program. For anyone that finds this answer, ensure you call use program before setting the uniform for that program.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

Let's say I have an OpenGL program that has a uniform attribute diffuseColor. I
I have a situation that has been partially covered by other answers at SO,
I have two textures generated using a fragment shader. I want to be able
Shaders can have lots of different uniform names + attributes. How can I make
From this site: http://www.toymaker.info/Games/html/vertex_shaders.html We have the following code snippet: // transformations provided by
I am working on game engine prototype and have the following question: Right now
For performance reasons I have separated my 2D and 3D rendering. I have two
I have some OpenGL code that behaves inconsistently across different hardware. I've got some
I have code that needs to render regions of my object differently depending on
I have a tex2D sampler I want to only return precisely those colours that

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.