Hello Mike,

maybe it is easier for us to follow if you elaborate in what the "nearly identical build systems" differ.

cheers
Sebastian
Hi all,

Can someone explain what can cause a shader to not compile? I have a two 
programs with nearly identical build systems, using the same OSG libraries 
(3.1.1) on the same machine. One can compile and run shaders, while the other 
produces this:


Code:
Compiling VERTEX source:
1: // microshader - colors a fragment based on its position
2: varying vec4 color;
3: void main(void)
4: {
5: color = gl_Vertex;
6: gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
7: }

VERTEX glCompileShader "" FAILED

Compiling FRAGMENT source:
1: varying vec4 color;
2: void main(void)
3: {
4: gl_FragColor = clamp( color, 0.0, 1.0 );
5: }

FRAGMENT glCompileShader "" FAILED
Linking osg::Program "" id=0 contextID=0
glLinkProgram "" FAILED



I am invoking it in a standard way like this:

Code:
osg::Geode* geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(1,1,1), 1)));
root->addChild(geode);
osg::Program * prog = new osg::Program;
prog->addShader ( new osg::Shader(osg::Shader::VERTEX, microshaderVertSource ) 
);
prog->addShader ( new osg::Shader(osg::Shader::FRAGMENT, microshaderFragSource 
) );
geode->getOrCreateStateSet()->setAttributeAndModes( prog, 
osg::StateAttribute::ON );



It has to be something in my scene graph. Some state being inherited, or some 
setting that I'm unaware of. Any help would be greatly appreciated.

Extra info:
OSX=10.7.3, osgversion=3.1.1, GPU=nvidia GeForce 8600M GT
glVersion=2.1, isGlslSupported=YES, glslLanguageVersion=1.2

Thanks,
Mike

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47118#47118





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