Marcus Lindblom wrote:
> 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. :)
> 
> I get this in the log on the first run:
> 
> Window::validateGLObject: obj with id 1042 is NULL!
> 
[snip]
> 
> I'll try to figure out why we have a NULL object in the first run at least.

Doesn't seem to be the shader. I can't get OpenSG to print out all 
gl-ids, and I've added a simple log("shader %s id %s", name, 
chunk->getGLId()) but that didn't yield the above number. :-|

/Marcus


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