Hi, Now I am able to play with OSG and shaders, I would like to know what the best "way" to manage shaders in OSG.
I recently had a problem with re using openGL contexts and missing some releaseGLObjects call, so I know I need to be careful. I have One application, with one composite viewer. I have multiple views opened (osg::View rendered in a osgQT::GLWidget, and it's own scene) Now If I want, in my case, draw flat squares, and paint some stripes on some squares, I use a shader for the stripes. My question could be : how many instance of osg::Program shall I have for my stripes ? Only one for all the application ? But how can I clean it from the openGL context when I close the application ? One for each view ? And I should call releaseGLObjects when I delete the last striped square ? One for each striped square ? Or shall I just get one big osg::Program with every shaders and use uniform to choose which to use ? Thanks for your help ! Cheers, Valerian ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68906#68906 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

