Hi

What exactly makes memory usage increase? What if you attach shader without 
uniform, or without adding uniform to stateset? Try to add "#version 110" 
directive as first line of your shaders, does it make any difference?
I think you'd better send bugreport to intel, best if you can reproduce this 
with pure opengl.

Cheers.

09.10.2012, 09:28, "Clemens Spencer" <[email protected]>:
> Hi,
>
> I'm trying to use shaders on an Intel HD 3000 graphics chip (Windows7 x64, 
> latest graphics driver).
>
> As soon as I pass a uniform variable to the shader (regardless of the type), 
> the memory of my process increases by about 400MB. Other than that, the 
> shader works fine.
> The size of the object the shader is attached to or the complexity of the 
> shader do not make a difference. Every additional shader (containing at least 
> one uniform variable) I use, increases the memory usage by another 400MB.
>
> The problem does not occur on another machine with some NVidia graphics card.
>
> Has anyone encountered a similar problem or does someone have an idea what 
> could cause a problem like this?
>
> Code:
>
> osg::Program *program = new osg::Program;
> osg::Shader *frag = new osg::Shader( osg::Shader::FRAGMENT, fragSource.str() 
> );
> osg::Shader *vert = new osg::Shader( osg::Shader::VERTEX, vertSource.str() );
> program->addShader( frag );
> program->addShader( vert );
> // add shader to stateSet
> sset->setAttributeAndModes( program, osg::StateAttribute::ON );
> // add uniform variable
> osg::Uniform *var = new osg::Uniform("MATERIAL_COLOR", 
> osg::Vec4(1.0f,1.0f,0.0f,1.0f));
> sset->addUniform(var);
>
> Code:
>
> // Vertex Shader
>
> void main()
> {
> gl_Position = ftransform();
> gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
> }
>
> // Fragment Shader
>
> uniform vec4 MATERIAL_COLOR;
>
> void main()
> {
> gl_FragColor = MATERIAL_COLOR;
> }
>
> By the way, I know I'm not using reference pointers :? but this shouldn't be 
> a problem in this little example.
>
> ...
>
> Thank you!
>
> Cheers,
> Clemens[/code]
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=50349#50349
>
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