I saw this question and it really shedded some light. Despite this, I can\'t seem to figure out how I\'m \"improperly\" loading my shader, because this has executed
This is probably not related to your current problem, but will be one soon enough :
verts[ i ] = new float[ size ];
verts[ i ] = const_cast< float* >( glm::value_ptr( iVertices.next() ) );
The memory allocated in the first line is leaked, moreover, when you call delete a few lines after, you're deleting the value given by new but the casted one. Is that what you mean ?