Hello Michael, On 10/07/2014 05:10 PM, Michael Raab wrote: > Am 07.10.2014 16:39 schrieb Carsten Neumann <carsten.p.neum...@gmail.com>: >>> In the usual scene rendering the timed shader behavior stops until the >>> video capturing gets stopped. I checked with gDebugger and in case of >>> capturing the video the GLContext receives a copy of the initial shading >>> program and the variable update seems to affect only this. >> >> Hmm, here I'm not sure I can follow: my understanding was that your >> setup now only has one GL context (Window) that is used for both >> rendering to the FBO as well as the regular back buffer and so there >> should only be one instance of the shader program? Do you think you can >> track down where that copy comes from, because I have a feeling that >> there should not be a copy in the first place - that way there would >> also not be any confusion which program's uniform value gets updated. >> > > Yes there is one context and the shader program instance should be there > once. Actually I have no clue where and why it is constructed. Do have an > idea where to start looking for it?
hmm, not sure if it's helpful, but there is essentially just one place that calls glCreateProgram: OSGShaderExecutableChunk.cpp:260, so that may be a starting point? Cheers, Carsten ------------------------------------------------------------------------------ Meet PCI DSS 3.0 Compliance Requirements with EventLog Analyzer Achieve PCI DSS 3.0 Compliant Status with Out-of-the-box PCI DSS Reports Are you Audit-Ready for PCI DSS 3.0 Compliance? Download White paper Comply to PCI DSS 3.0 Requirement 10 and 11.5 with EventLog Analyzer http://pubads.g.doubleclick.net/gampad/clk?id=154622311&iu=/4140/ostg.clktrk _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users