Hi all,
Thanks Ulrich that both options supplied seemed to work ok, but the latter
does seem more appropriate.
I cant see the values from glGetActiveUniformsiv, so not even sure if it is
returning any values, don't believe it is.
There is a check earlier in the code for GL_UNSIGNED_INT_ATOMIC_COUNTER, but
I have just checked and it gets skipped over when stepping through with
debugger, which leaves atomiccountermap not set.
If I understood correctly!

Cheers

Martin


-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Ulrich
Hertlein
Sent: 04 April 2012 23:43
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with svn (atomic counter?)

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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