Hi Joel, On Sat, Oct 22, 2011 at 3:22 AM, Joel Graff <pair_o_gra...@comcast.net> wrote: > Unless you're implying I grab the console output and parse it for tell-tale > signs of the shader error log to determine if the shader compiled with > errors?
One normally develops the software and shaders together so during this development you can do things that you wouldn't do when an application is deployed to users - in this case outputting to console is a very useful tool, and avoids the need for overly complicated "solutions" to the problem of debugging shaders. Now if you really really needed to detect shader problems on a per shader basis then the best way would be to write a node visitor that picked out all the osg::Program in the scene graph and the walked through these in turn calling the StateSet::apply() or Program::apply(..) and then looking at errors reported. You can do this all within a realize callback, a Camera pre draw callback, or a osg::GraphicsOperation attached to the graphics context, lots of different ways. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org