Hello Carsten,

Am 07.10.2014 16:39 schrieb Carsten Neumann <carsten.p.neum...@gmail.com>:
>
> Hello Michael, 
>
> On 2014-10-07 13:14, Michael Raab wrote: 
> > this way it works much better. But there is one thing remaining. We have 
> > some shaders that a time dependent. So I have to update a uniform 
> > variable before each frame. 
>
> ok. 
>
> > During video capture I have to update that var, render to FBO (for the 
> > video frame) and afterwards render to backbuffer (the usual frame). The 
> > variable update seems to affect only the FBO rendering. 
>
> just to make sure I understand it correctly: the variable has (or should 
> have) the same value when rendering to the FBO and the regular back buffer? 
>

Correct.

> > In the usual scene rendering the timed shader behavior stops until the 
> > video capturing gets stopped. I checked with gDebugger and in case of 
> > capturing the video the GLContext receives a copy of the initial shading 
> > program and the variable update seems to affect only this. 
>
> Hmm, here I'm not sure I can follow: my understanding was that your 
> setup now only has one GL context (Window) that is used for both 
> rendering to the FBO as well as the regular back buffer and so there 
> should only be one instance of the shader program? Do you think you can 
> track down where that copy comes from, because I have a feeling that 
> there should not be a copy in the first place - that way there would 
> also not be any confusion which program's uniform value gets updated. 
>

Yes there is one context and the shader program instance should be there once. 
Actually I have no clue where and why it is constructed. Do have an idea where 
to start looking for it?

Michael

> Cheers, 
> Carsten 
>
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