Hi Farshid,
Thanks for the test case, I'll have a look
-- mew

Farshid Lashkari 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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