On Thu, Mar 4, 2010 at 4:27 PM, Terry Welsh <[email protected]> wrote:
> Thanks for the reply Robert. Parsing an error message sounds a bit > risky. A couple hours after writing that message I found another > solution. You cannot call > > myshader->getPCS(context)->isCompiled(); > > because getPCS() is protected. But you can call > > myprogram->getPCP(context)->isLinked(); > > because both those functions are public. > > I believe if compiling fails then linking always fails too. So now my > game can detect which programs have linked and only use the ones with > low enough complexity. Seems to work fine so far.... > Good to hear you've got a workable solution. Making Shader::getPCS(..) and isCompiled public seems like a useful tweak, I'll experiment this with. Robert.
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