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


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