Andy,
I suggest you create a couple of simple objects in your main() function to
redirect stdout and stderr, using freopen().
something along the lines of:
class myFile
{
FILE* m_pFile;
public:
myFile( FILE* pFile, const char* pFileName )
{
m_pFile = freopen( pFile, pFileName );
}
~myFile()
{
fclose( m_pFile );
}
};
main()
{
blah();
myFile a(stdout, "C:/stdout.txt");
myFile b( stderr, "C:/stderr.txt");
blah_etc();
}
This way at least you can capture stderr and stout.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Andy Preece
Sent: 26 October 2006 17:06
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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