Under macOS the glValidateProgram reports too many
false negatives (errors) about missing buffers, etc..

>From the internet
https://stackoverflow.com/questions/15335510/opengl-glvalidateprogram-error-on-mac-os-x
:
« […] The purpose of glValidateProgram is not to use it as an added
"check" step after linking the program, because the GL and application
state is hardly ready for actually using that program at this point,
probably it's even before we get around to initializing the default
framebuffer (its bitdepth, its multisample buffers, etc), and that's
what the error hints at.

An appropriate place to call glValidateProgram would be right before
you make a real render call. »

I created Pull Request for removing the call to validateProgram on
macOS targets :
https://github.com/openscenegraph/OpenSceneGraph/pull/334

--
nǝıɥʇɐƜ
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