Hi,
I think this is related to fact that osg uses threading, and you need to call 
getGlShaderInfoLog in thread that have valid opengl context (its the thread 
that does cull \ draw and calls cull \ draw callbacks, also there are camera 
pre\post\final draw callbacks, i think you can use them as well ). So you can 
try to create cull or draw callback which will get info log on your shader and 
attach that to some osg node or drawable.

Also you can try calling something like glxMakeCurrent in main thread (which 
does viewer loop) before you try to call getGlShaderInfoLog, but i'm not sure 
if it will break something else.
Cheers,
Sergey

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http://forum.openscenegraph.org/viewtopic.php?p=35569#35569





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