Hi guys,
On 5/04/12 6:05 , Martin Naylor wrote:
> if (_extensions->isShaderAtomicCounterSupported())
> {
> std::vector<GLint> bufferIndex( atomicCounterMap.size(), 0 );
> std::vector<GLuint> uniformIndex;
> for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end =
> atomicCounterMap.end();
> it != end; ++it)
> {
> uniformIndex.push_back(it->first);
> }
Coming to think of it, I believe the whole block should check if
atomicCounterMap is not
empty. It does not need to be called if GL_UNSIGNED_INT_ATOMIC_COUNTER is
supported but
not used.
<code>
if (_extensions->isShaderAtomicCounterSupported() && !atomicCounterMap.empty())
{
std::vector<GLint> bufferIndex( atomicCounterMap.size(), 0 );
std::vector<GLuint> uniformIndex;
</code>
Cheers,
/ulrich
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