Hi Paul, I have never tried this myself. I did just do a quick search of the Mac-OpenGL list (I keep all the posts in this account.)
Maybe this is the problem? http://lists.apple.com/archives/mac-opengl/2008/Nov/msg00061.html -Eric On Thu, Feb 17, 2011 at 12:14 PM, Jean-Sébastien Guay < [email protected]> wrote: > Hi Paul, > > > Has anyone ever used uniform arrays of ints on OS X? If so, did that >> work? For some odd reason, my shaders running on OS X behave as if all >> elements of uniform int arrays are zero. The same code running on Linux >> or Windows runs fine. >> >> As a workaround, I've been able to either 1) not use an array, instead >> use a bunch of individual int uniforms, and 2) change the type to a >> uniform array of float, instead of int. Both of these ugly hacks work. >> > > Funny, I've been working with uniform arrays lately. In all my reading, I > remember seeing that before a given GLSL version, uniform int arrays were > not supported. I can't find a link for this now though... So I may be > remembering this wrong. > > But if it's true, then this may be driver specific, i.e. some drivers might > let it pass and work as you expect anyways and other drivers might be closer > to the spec. So my guess would be that you're seeing this kind of issue, and > the OS X drivers are more picky on this. Maybe specifying #version > <something> might trigger support for uniform int arrays in the driver, if > it supports them. > > It may not be ideal, but if you've already proved that using an array of > float works, you could use that. > > Hope this helps, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [email protected] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Beginning iPhone Games Development http://playcontrol.net/iphonegamebook/
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