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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

