Hi, I think this is related to fact that osg uses threading, and you need to call getGlShaderInfoLog in thread that have valid opengl context (its the thread that does cull \ draw and calls cull \ draw callbacks, also there are camera pre\post\final draw callbacks, i think you can use them as well ). So you can try to create cull or draw callback which will get info log on your shader and attach that to some osg node or drawable.
Also you can try calling something like glxMakeCurrent in main thread (which does viewer loop) before you try to call getGlShaderInfoLog, but i'm not sure if it will break something else. Cheers, Sergey ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35569#35569 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org