Hello, I am using OSG ver 3.4.0-Rc1 under Window 8.1, Visual Studio 2012 Win64. NVidia laptop driver Ver: 353.30.
Of-late, I started noticing strange geometry shader compile failures with applications that worked perfectly (in 3.2) after I switched to osg 3.4.0-rc1. First-of, my own application that has one geometry shader (#version 400) that is ending up with compile errors, and then I see corrupt source string in 'src' when I did std::string src = geomObject->getShaderSource(); Variables uv, normal are correctly declared but the error log says - GEOMETRY glCompileShader "" FAILED GEOMETRY Shader "" infolog: ERROR: 0:64: 'uv' : undeclared identifier ERROR: 0:64: 'assign' : cannot convert from '2-component vector of float' to 'float' ERROR: 0:72: 'normal' : undeclared identifier ERROR: 0:72: 'assign' : cannot convert from '3-component vector of float' to 'float' iow, original shader code says: out vec2 uv; out vec3 normal; and geomObject->getShaderSource() says: out vec2 uv;mal; The shader source is in a text file and is read using osg::ref_ptr<osg::Shader> geomObject = osg::Shader::readShaderFile(osg::Shader::GEOMETRY, gsFilename.txt); Then, I also see similar geometry shader compile failures with examples such as osgForest, osgSSBO, osgTessellationShader... I am not sure what is going on. Any help here is sincerely appreciated. Thanks, Regards, -Mark ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64459#64459 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

