Hi,

As others have mentioned you can bump up the notify level to see the
infologs from the compile and link.  There is also a method to directly
query the infolog.  The GL2Extensions contain the tests that determine
of shading is available; you can snoop its results.

That said, first thing is to check the GLSL version.  The latest
GLSL1.20/GL2.1 supports auto-conversion of ints to float, GL2.0 does
not.  So from your example "vec4(1,0,0,1)" is not valid for 2.0; use
"vec4(1.0,0.0,0.0,1.0)" instead.

There is a tool from 3Dlabs that will validate your GLSL code against
the 2.0 specification, see
http://developer.3dlabs.com/downloads/glslvalidate/index.htm   It runs
your code thru 3Dlabs' compiler front-end; unfortunately it hasn't
updated to the latest GLSL spec.  I've wrapped similar functionality in
an OSG pseudoloader at
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/osgtoy/trunk/src/osgPl
ugins/glsllint/

cheers
-- mew


> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Roni Rosenzweig
> Sent: Thursday, January 31, 2008 7:18 AM
> To: OpenSceneGraph Users
> Subject: [osg-users] problem with shaders in osg on geforce 7800
> 
> Hello
> 
> I have a program which uses shaders in osg (using osg::Program of
> course). It works perfect on GeForce 8800, but on GeForce 7800 the
> shaders don't work at all.
> I don't have an error message, and the image is not black, I just get
> the same picture I would get without running shaders.
> Even the simplest shader (gl_FragColor-vec4(1,0,0,1);) doesn't change
> anything.
> Any ideas? Maybe a driver issue? Maybe the card doesn't support the
> shaders used in osg 2.2?
> 
> Roni
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