Hi, On Tue, 2010-01-12 at 19:52 -0600, Carsten Neumann wrote: > Hi Gerrit, > > I'm trying to find a problem with the hardware vertex skinning stuff I'm > working on. I have a HardwareSkinningAlgorithm container that holds a > program and a variables chunk, that are created when rendering for the > first time. > Switching to hardware mode for the second time (which creates a new algo > object) the gl ids returned by glCreateProgram() are the same ones than > the first time around, which I think leads the shader cache to return > cached ShaderExeVarChunk objects instead of creating new ones.
> glCreateProgram() = 6 > glAttachShader(6, 2); > glAttachShader(6, 5); > glAttachShader(6, 4); > glLinkProgram(6); > // error checks > glUseProgram(6); > glUniformMatrix(...); > > note the missing getUniformLocation() calls, even though the program was > relinked and locations became invalid. > I'll have a look and come back with the details ;) kind regards gerrit -- Gerrit Voß 盖瑞客 --------------------------------------------------- Centre for Advanced Media Technology (CAMTech) 南洋理工大学, Nanyang Technological University, (NTU) 新加坡, Singapore -------------------------------------------------- CAMTech is a joint centre of Fraunhofer-IGD & NTU -------------------------------------------------- If we communicate everything we ever think, speech just becomes static. And all of us become bores. J. Clarkson ------------------------------------------------------------------------------ Throughout its 18-year history, RSA Conference consistently attracts the world's best and brightest in the field, creating opportunities for Conference attendees to learn about information security's most important issues through interactions with peers, luminaries and emerging and established companies. http://p.sf.net/sfu/rsaconf-dev2dev _______________________________________________ Opensg-core mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-core
