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
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______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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