I'm having trouble getting OpenGL to work properly. It fails on all shaders and simply returns an info log with the length of 0.
To see if it was in fact OpenGL, I created a little piece of code to test it:
GLuint s = glCreateShader(GL_VERTEX_SHADER);
const char *src = "bad\nsource\ncode";
glShaderSource(s, 1, &src, 0);
GLint len;
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &len);
std::vector<char> buffer(len+1);
glGetShaderInfoLog(s, len, 0, buffer.data());
buffer[len] = '\0';
std::cout << len << std::endl;
std::cout << buffer.data() << std::endl;
And when ran, it simply prints 0 to the console.
What's happening?