Marcus Lindblom wrote: > I'll check and see what happens in that case. We are > destroying/recreating set of shaders here, so it's possible something > goes wrong.
There is one object that is null during validation after first load, and only one shader that gives an error on reload. I suspect the same object. :) (Also, I haven't been able to check for glErrors. Qt causes a lot of errors on wglGetPixelFormat each frame, for some reason. :-|) I get this in the log on the first run: Window::validateGLObject: obj with id 1042 is NULL! And after reload, one shader fails to validate as above. Initializing to zero allows the validateAllGLOjbects() to complete, with this in the log: Couldn't compile shader program (0x8b30)! ž Couldn't compile shader program (0x8b31)! ¢ Couldn't link vertex and fragment program! Link info --------- No shader objects attached. Couldn't compile shader program (0x8b31)! ¤1 Parameter 'worldToTex' not found in active uniform variables of the shader! + a whole lot of NULL reports similar to the one above. I don't really know why they popup, and if I should care or not. (Are they objects from the first load that have been collected, but OSG::Window is whiny?) I'll try to figure out why we have a NULL object in the first run at least. Cheers, /Marcus ------------------------------------------------------------------------------ Register Now & Save for Velocity, the Web Performance & Operations Conference from O'Reilly Media. Velocity features a full day of expert-led, hands-on workshops and two days of sessions from industry leaders in dedicated Performance & Operations tracks. Use code vel09scf and Save an extra 15% before 5/3. http://p.sf.net/sfu/velocityconf _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
