Hi J-S,
Can you try to use a ref pointer instead of the regular pointer for
"osg::Shader* shader". I believe I encountered exactly this issue when
working on the PSSM, please see a patch that I sent +/- a week ago.
The shader was not cleaned up in the case of PSSM, and hence the new one
was not created.
bye bye
Raymond
> Hello,
>
> I am using osgShadow::ShadowMap. Shadows show up fine, but I am trying
> to change shaders on it, and it doesn't react to my changes.
>
> I've even added this code to try some things out, in my frame loop:
>
> static int f = 0;
> if (f == 200) // After 200 frames
> {
> // sm is the osg::ref_ptr<osgShadow::ShadowMap> that is used.
> float size = 4096;
> sm->setTextureSize(osg::Vec2s(size, size));
>
> sm->setAmbientBias(osg::Vec2(0.0, 0.0));
>
> sm->clearShaderList();
> osg::Shader* shader = new osg::Shader(osg::Shader::FRAGMENT);
> shader->loadShaderSourceFromFile("shader.frag"); //
> outputs red
> sm->addShader(shader);
>
> sm->dirty();
> }
> f++;
>
> Note that I am calling sm->dirty()... Out of those lines, only the
> change in texture size takes effect. The other two (change ambient
> bias to a value that should be very visible, and change shaders to one
> that outputs all red pixels) do not appear to take effect.
>
> If it makes a difference, we are using osgViewer::CompositeViewer. The
> scene graph is
>
> Group
> Some osgText::Text objects
> ShadowedScene
> Group
> The rest of the scene
>
> I have done the same thing in the osgShadow example, and the changes
> take effect! So I am wondering what would cause something like that.
>
> Any ideas?
>
> Thanks in advance,
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay [EMAIL PROTECTED]
> http://whitestar02.webhop.org/
>
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