Hi Robert,

As a quick test, I modified Program.cpp to clear the entire
PerContextProgram list when dirtyProgram() is called. This fixes the
problem. This is obviously inefficient, but I think it helps identify
where the problem is.

-Farshid

On 9/8/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
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.
> >
> > _______________________________________________
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> > [email protected]
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> > http://www.openscenegraph.org/
> >
> >
>
>
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>
>
>


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