Hi Andy,

I had to do something similar recently, as I wanted to be able to fall back
to a non-shader approach for some functionality if anything went wrong
during the compile.

I'm not sure when you're attempting to access shader->getGlShaderInfoLog(),
but I also was getting false and and empty string when I first tried.  In my
case it was because I was trying to access it before it was actually
compiled.  Forcing it to compile first worked for me:

 osg::Shader* shader = program->getShader(0);  // I only have 1 shader
attached
 shader->compileShader(contextID);   // contextID 
 bool logFound = shader->getGlShaderInfoLog(contextID, log);
 
This did the trick for me at least.

Hope this helps,

-- Dan 

> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Andy Preece
> Sent: Thursday, October 26, 2006 9:06 AM
> To: osg users
> Subject: RE: [osg-users] Shader debug
> 
> Hi,
> 
> That's fine for applications that have a console. I am 
> writing a Windows
> based application that has no console so stdout output is lost.
> 
> However, I would like to catch a situation where a shader fails to
> compile and display a pop up screen with the shader info.
> 
> Is there a way I can achieve this?
> 
> Andy.
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Charles Cosse
> Sent: 26 October 2006 15:19
> To: osg users
> Subject: Re: [osg-users] Shader debug
> 
> Hi,
> 
> on linux you can export OSG_NOTIFY_LEVEL=DEBUG and recompile ... then 
> shader info is printed to the terminal when you run.  Maybe 
> that helps..
> 
> -charlie
> 
> Andy Preece wrote:
> 
> > Hi All,
> >
> >  
> >
> > Can anyone show me how to get the shader info log from an 
> osg::shader 
> > class?
> >
> > I have tried using the osg::Shader::getGlShaderInfoLog() 
> method but it
> 
> > always return false and the string returned is always NULL.
> >
> >  
> >
> > Regards,
> >
> > Andy
> >
> >
> >
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