One issue I encountered with pragmatic shader comp was related to CompileVisitor. Looks like CompileVisitor does not know much about pragmatic defines and applies Shaders without actually substituting proper values to defines. In some cases this resulted in error logs while compiling shaders. These shaders are later compiled correctly when applied in Render stage. But if someone checks logs for shader compilation results it may encounter these errors.
Cheers, Wojtek czw., 21 maj 2020 o 12:01 OpenSceneGraph Users < osg-users@lists.openscenegraph.org> napisaĆ(a): > Hi Nick, > > #Pragmatic shader composition should be working mostly the same in master > and the 3.6 branch. I haven't seen reports of issues. > > In what way doesn't you application work? What happens if you remove the > () around your #ifdef i.e. use > > #ifdef MY_DEFINE > ... > #endif > > The OSG itself won't have any influence over this particular behavior, it > just injects the #define so if the above tweak makes a difference then > it'll be down to GLSL compiler in the driver changing it's behavior over > time. > > For debugging shaders it can be useful to enable the OSG's debug > notification output. This will include output of the shaders to the > console that you can redirect to a file and then review what GLSL code the > OSG is sending to the driver. > > Robert. > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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