Hi Robert,
I rather sounds like a driver bug to me. One way to double check that
the OSG is passing the right data to OpenGL would be capture the
shaders output and pointers to a file and see if they remain valid.
Also running the application in a memory tracking tool would be a useful step.
I'll run in gDEBugger to see if I can reproduce the error and if it can
give me more info.
Finally trying a different driver or different shaders to see if that
has any influence.
As I said, between runs of the program the same shader might cause the
error or might not. But perhaps it's a combination of factors, I've got
many other shaders going on at the same time.
Thanks for your input,
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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