Hi all,

I have a scene where I rapidly destroy and remake geometries with shader
materials.

I had an issue with a corrupted tree structure used in
Source/System/State/Shader/Base/OSGShaderCacheTree.inl

which resulted in a for loop not terminating at line 3296,
there were cycles in the tree structure.

So I tried compiling with -DOSG_SHADER_CACHE_MODE=0
and my issues are gone :)

Is there a downside to use ShaderMapCache instead of ShaderCacheTreeV3?

best regards,
Victor
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