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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