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