I believe I have made a little bit of progress, but it doesn't make any
sense. In both the shader.cpp and testSHLEarth_shaderprog.cpp examples if I
change the sphere geometry to not use display lists things are rendered, but
they don't appear to be rendered correctly. I am hoping that this may spark
some ideas for other people.

-Aron

On Tue, Apr 5, 2011 at 10:36 AM, Josef Grunig <josef.gru...@gmail.com>wrote:

> Hi Aron,
>
> check if it's the same issue (on OpenSG2) :
>
> http://www.mail-archive.com/opensg-users@lists.sourceforge.net/msg13662.html
>
> I'm hoping too for a solution...
>
> Josef
>
> On Tue, Apr 5, 2011 at 5:31 PM, Aron Bierbaum <aronbierb...@gmail.com>
> wrote:
> > For various reasons we need to be able to run our application using ATI
> > graphics cards. As a result I have recently started testing OpenSG and I
> > have noticed that the "shaders.cpp" example application doesn't run
> > correctly. It appears that the GLSL code compiles correctly, but the
> > geometry is never rendered. Does anyone on the mailing list
> > have experience with running OpenSG using shaders on ATI hardware, or
> know
> > why the sample app is not working correctly?
> > Thanks,
> > Aron
> >
> ------------------------------------------------------------------------------
> > Xperia(TM) PLAY
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> >
> >
>
>
>
> --
> Josef
>
>
> ------------------------------------------------------------------------------
> Xperia(TM) PLAY
> It's a major breakthrough. An authentic gaming
> smartphone on the nation's most reliable network.
> And it wants your games.
> http://p.sf.net/sfu/verizon-sfdev
> _______________________________________________
> Opensg-users mailing list
> Opensg-users@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/opensg-users
>
------------------------------------------------------------------------------
Xperia(TM) PLAY
It's a major breakthrough. An authentic gaming
smartphone on the nation's most reliable network.
And it wants your games.
http://p.sf.net/sfu/verizon-sfdev
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