Stefan,
I initialize my shaders in Window as dies eVolve. But what must I do
differently
than in standard OpenGL? I know you have said my program should work,
but it
does not! WHen the program is run, the shaders ARE compiled correctly. This
is rather disconcerting. In the configuraiton file, I have set one
channel to device 0
and one channel to no specific device. I cannot imaging why my shaders
are not
being executed! I am getting exactly the same behavior at home and from my
office at work. Gordon
//---------------------
// inside MyChannel
bool configInit(const uint32_t initID) {
if( !eq::Channel::configInit( initID )) {
printf("MyChannel did not inialize properly\n");
return false;
}
if (getWindow()->getName() != "appWindow") {
tex_size = 512;
printf("MyNode::configInit: initID= %d\n", initID);
init_shaders();
setupObjects(tex_size);
}
return true;
}
//------------------------
void init_shaders()
{
g.gl->setupShaderProgram("passthrough", &g.p_passthrough,
CG::GL::FRAG_SHADER);
g.gl->setupShaderProgram("voronoi_gpu", &g.voronoi_gpu,
CG::GL::BOTH_SHADERS);
}
//--------------------------------
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