https://bugs.freedesktop.org/show_bug.cgi?id=36761

--- Comment #5 from Brian Paul <brian.e.p...@gmail.com> 2011-05-02 08:45:49 PDT 
---
Can you call glGetError() before and after the call to glGetAttachedObjects()
to see if GL_INVALID_VALUE is generated?  That's what Mesa and NVIDIA both do
(and the count parameter is untouched).

Otherwise, can you step into get_attached_shaders() and examine shProg?

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