Hi,

Turn up the notify level to retrieve the infologs for compilation and
linking.  There could be some other error preventing creation of a
functioning glProgram.

-- mew


Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Marcus Fritzen
> Sent: Thursday, August 30, 2007 4:24 AM
> To: [email protected]
> Subject: [osg-users] textures and shader
> 
> Hello,
> 
> I have a little problem using texture coordinates with shader. The
> problem is, if I use a vertex program with varying for the fragment
> program, the texture coordinates seem to be incorrect, but if I just
use
> the fragment program without the vertex program everything is fine.
For
> example when computing shadows:
> 
> VERT
> ...
> vertex = gl_ModelViewMatrix * gl_Vertex;
> gl_TexCoord[0] = gl_MultiTexCoord0;
> gl_TexCoord[1] = gl_TextureMatrix[1] * vertex;
> ...
> FRAG
> ...
> float depth = shadow2DProj( shadowTexture, gl_TexCoord[1] ).x;
> ...
> this is not working. On texture unit 0 is the base texture, on 1 the
> shadowmap. But without the vertex program it is working. Anybody any
> hints?
> 
> Thanks,
> Marcus
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g
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