glCreateShader fails on osx 10.8.2

bastiaanolij wrote on Thursday, January 21, 2016:

Kengo, are you sure returning 0 is a problem? Many OpenGL objects start counting at 0 so a shader with ID 0 may not be an issue.

This is my shader init code:

	// create our shader
	shader = glCreateShader(pShaderType);
  
	// compile our shader
	stringptrs[0] = pShaderText;
	glShaderSource(shader, 1, stringptrs, NULL);
	glCompileShader(shader);
  
	// check our status
	glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
	if (!compiled) { 
         ...

Note how I do not check anything until after I attempt to compile my shader. I’m testing this on 10.11 but I started my project when I was still on 10.8 so…

You can find the full source here: https://github.com/BastiaanOlij/glfw-tutorial/blob/master/include/shaders.h