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Home/ Questions/Q 7994701
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Editorial Team
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Editorial Team
Asked: June 4, 20262026-06-04T14:12:02+00:00 2026-06-04T14:12:02+00:00

I have this shader code (GLSL): #version 420 in vec4 vertex; uniform mat4 modelViewMatrix;

  • 0

I have this shader code (GLSL):


#version 420

in vec4 vertex;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

void main()
{
    gl_Position = modelViewMatrix * projectionMatrix * vertex;
}

If I don’t set modelViewMatrix and projectionMatrix, it runs without error. If I do, OpenGL throws an Invalid Operation exception when I try to draw.

I set the matrices via this code:

glUniformMatrix4fv(location, 1, false, sendArray);
I have verified that “location” and “sendArray” contain the proper data. What’s going on here?

EDIT: the problem appears to be in the glUniformMatrix4fv call, but I don’t know what’s wrong with it.

The code to set up location is as follows:


GLint location;

GLint location = glGetUniformLocation(this->programID, uniform.c_str());

if (location == -1)
{
    throw ShaderVariableNotFoundException(uniform, this->programID);
}

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-04T14:12:03+00:00Added an answer on June 4, 2026 at 2:12 pm

    I fixed it, but I’m loathe to tell you all the solution because of how embarrassing it is…

    I…

    I forgot to bind the shader program.

    I’m so sorry for wasting all of your time.

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