Thanks Farshid,  the example nicely reproduces the problem.  The debug out looks ok so far so as yet I don't have any clues to what might be amiss.

On 9/8/06, Farshid Lashkari <[EMAIL PROTECTED]> wrote:
Hi Robert,

I've included a minimal sample that recreates the problem. The program
will display a quad on the HUD. It will create two fragment shaders
that simply set the fragment color to either red or blue. Pressing '1'
will apply the blue shader, pressing '2' will apply the red shader.
The program initially applies the red shader. I set the notify level
to osg::INFO. The quad will stay red, no matter which key is pressed.

Thanks,

Farshid

On 9/8/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Farshid,
>
>
> On 9/8/06, Farshid Lashkari < [EMAIL PROTECTED]> wrote:
> > I noticed that when the PerContextProgram is first created, it
> > iterates through the existing shaders and calls "attachShader" on
> > them. This is never called for shaders that are added at runtime.
> > Also, shaders that are removed will never have "detachShader" called
> > on them. Could any of this be related to my problem?
> >
>
> I'm hoping that Mike Weiblen (authors of the bulk of the GLSL code) will
> jump in here, be might have some insight.
>
> Also could you modify one of the OSG example to do some similar to what you
> are doing to recreate the problem, this way Mike/I or others will be able to
> track the problem down more quickly.
>
> Cheers,
> Robert.
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>
>


_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/



_______________________________________________
osg-users mailing list
[email protected]
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/

Reply via email to