First: The active learning debacle I forgot to post the shaders There is no error handling if open fails Or, for that matter, if anything else fails! Could we add that? For sure Today: Let's develop an orderly, cross-platform demo Maybe it'll actually work! Start point: Windows But we'll move away from anything not cross-platform The GPU programming demo I had around: Why start here? Mostly because I had it Quick tour Not portable: Unix-style file management, without a lot of preprocessor translation Solution: fopen/fread/fclose Let's improve things and remove the length limit plus add error handling cglm seems to be trouble We can use C++ glm namespace? Anything else? I'm sure something will break when we move between platforms! Note on the depth buffering: If I turn it on, I need to clear the depth buffer bit too! That's what went wrong last time Active learning: Does last time's task make sense with the new C++ demo? I suspect it will Include shaders this time... I'll make a .zip for Linux and Windows