Hi,

On Thu, 2010-03-18 at 19:57 +0800, Gerrit Voß wrote:
> Hi,
> 
> On Thu, 2010-03-18 at 12:34 +0100, Andreas Halm wrote:
> > Hi Gerrit,
> > 
> > > ok, I'm about to track down why the state sorter doesn't sort as
> > > expected.
> > > 
> > > For the error message could you just break into the
> > > ShaderProgramChunk::deactivate and send me the callstack,
> > > your OSGConfigured.h looks ok. As you only get the warning
> > > for deactivate something is really strange.
> > 
> > The callstack is appended.
> > 
> > Aloha, Andi
> > 
> > 
> > 
> > >   OSGSystemD.dll!OSG::ShaderProgramChunk::deactivate(OSG::DrawEnv *
> > pEnv=0x04cc0268, unsigned int uiIdx=0)  Line 203    C++
> >     OSGSystemD.dll!OSG::DrawEnv::changeTo(OSG::State *
> > pState=0x04db0fa8, OSG::StateOverride * pOverride=0x04eb4b30, OSG::State *
> > pOld=0x04cc00c8, OSG::StateOverride * pOldOverride=0x10ee6920)  Line 509 +
> > 0x1a bytes  C++
> 
> hmm, ok, have an idea what might got wrong. Interesting my test does not
> print the warning ;(

ok, I can reproduce the deactivate message when I insert
states with no chunks into the state changing sequence.
It looks like you have ChunkMaterials somewhere which do
not contain any chunk, could that be ?

I will fix the message and check why that causes the state
sorter to break down.

kind regards
  gerrit



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