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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