On Mon, May 19, 2008 at 6:03 PM, Alejandro Segovia <[EMAIL PROTECTED]>
wrote:

> Hello List,
>
> I'm having a hard time using PSSM (or anything besides ShadowTexture for
> that matter) to add shadows to my scene.
>
> I've got some initialization code inspired in the osgshadow example, which
> seems to work fine when I pass the --NVidea parameter, but when I try the
> very same technique in my code, it just crashes inside the PSSM's cull()
> method.
>
> This is the backtrace I get from the core dump:
>
> #0  0xb6f961c9 in osgShadow::ParallelSplitShadowMap::cull ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosgShadow.so.25
> #1  0xb6f87656 in osgShadow::ShadowTechnique::traverse ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosgShadow.so.25
> #2  0xb6f8e7c0 in osgShadow::ShadowedScene::traverse ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosgShadow.so.25
> #3  0xb6d38196 in osgUtil::CullVisitor::apply ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosgUtil.so.25
> #4  0xb6f8eb11 in osgShadow::ShadowedScene::accept ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosgShadow.so.25
> #5  0xb726fa84 in osg::Group::traverse ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosg.so.25
> #6  0xb6d38196 in osgUtil::CullVisitor::apply ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosgUtil.so.25
> #7  0xb727095f in osg::Group::accept ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosg.so.25
> #8  0xb6dc89f7 in osgUtil::SceneView::cullStage ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosgUtil.so.25
> #9  0xb6dc7cd6 in osgUtil::SceneView::cull ()
>    from /usr/local/OpenSceneGraph/2.2.0/lib/libosgUtil.so.25
> #10 0xb6a596ef in Canvas::customEvent (this=0x80c4780,
>     event=0x80deb60) at Canvas.cpp:200
>
> Canvas is just a custom class derived from QGLWidget.
>
> This is the initialization code I'm using, please note the ShadowedScene
> node is not the root of the scene graph.
>
> osg::ref_ptr<osgShadow::ParallelSplitShadowMap> shadowTech =
>       new osgShadow::ParallelSplitShadowMap(NULL, 3);
>   shadowTech->setTextureResolution(1024);
>   shadowTech->setMinNearDistanceForSplits(0);
>   shadowTech->setMaxFarDistance(0);
>   shadowTech->setMoveVCamBehindRCamFactor(0);
>   double polyoffsetfactor = 10.0f; //-0.02;
>   double polyoffsetunit = 20.0f; //1.0;
>   shadowTech->setPolygonOffset(osg::Vec2(polyoffsetfactor,polyoffsetunit));
>
>   _shadowNode = new osgShadow::ShadowedScene();
>   _shadowNode->setShadowTechnique(shadowTech.get());
>
>   _shadowNode->setCastsShadowTraversalMask(0x2|0x8);
>   _shadowNode->setReceivesShadowTraversalMask(0x1|0x8);
>
> I'm also using SceneView objects to hold the camera information such as the
> projection and modelview matrices. There are two lights in the scene and
> only one object (a floor).
>
> Thanks in advance,
> Alejandro Segovia.-
>
> --
> [EMAIL PROTECTED]
> http://varrojo.linuxuruguay.org



Setting the OSG_NOTIFY_LEVEL variable to DEBUG in order to determine what
could possibly be wrong, I noticed the shader program is never compiled for
PSSM! Is there some way to force program compilation in OSG?

I attach the dump for osgshadow and then for my application. Notice mine
never gets its shader compiled.

Dump for osgshadow:

...
View::init()
ParallelSplitShadowMap : Texture ID=0 Resolution=1024
CullSettings::readEnvironmentalVariables()
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
ParallelSplitShadowMap : Texture ID=1 Resolution=1024
CullSettings::readEnvironmentalVariables()
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
ParallelSplitShadowMap : Texture ID=2 Resolution=1024
CullSettings::readEnvironmentalVariables()

ParallelSplitShadowMap: GLSL shader code:
-------------------------------------------------------------------
uniform sampler2D baseTexture;
uniform sampler2D randomTexture;
uniform float enableBaseTexture;
uniform sampler2DShadow shadowTexture0;
uniform float zShadow0;
uniform sampler2DShadow shadowTexture1;
uniform float zShadow1;
uniform sampler2DShadow shadowTexture2;
uniform float zShadow2;
void main(void)
{
    vec4 coord   = gl_FragCoord;
    float shadow0 = shadow2DProj( shadowTexture0,gl_TexCoord[1]).r;
        vec4 random0 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[1].st);
        float shadow10 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.r*vec4(-1,-1,0,0)).r;
        float shadow20 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.g*vec4(1,-1,0,0)).r;
        float shadow30 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.b*vec4(1,1,0,0)).r;
        float shadow40 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.a*vec4(-1,1,0,0)).r;
        shadow0 = shadow0 + shadow10 + shadow20 + shadow30 + shadow40;
        shadow0 = shadow0*0.2;
    float shadow1 = shadow2DProj( shadowTexture1,gl_TexCoord[2]).r;
        vec4 random1 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[2].st);
        float shadow11 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.r*vec4(-1,-1,0,0)).r;
        float shadow21 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.g*vec4(1,-1,0,0)).r;
        float shadow31 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.b*vec4(1,1,0,0)).r;
        float shadow41 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.a*vec4(-1,1,0,0)).r;
        shadow1 = shadow1 + shadow11 + shadow21 + shadow31 + shadow41;
        shadow1 = shadow1*0.2;
    float shadow2 = shadow2DProj( shadowTexture2,gl_TexCoord[3]).r;
        vec4 random2 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[3].st);
        float shadow12 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.r*vec4(-1,-1,0,0)).r;
        float shadow22 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.g*vec4(1,-1,0,0)).r;
        float shadow32 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.b*vec4(1,1,0,0)).r;
        float shadow42 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.a*vec4(-1,1,0,0)).r;
        shadow2 = shadow2 + shadow12 + shadow22 + shadow32 + shadow42;
        shadow2 = shadow2*0.2;
    float term0 = (1.0-shadow0);
    float term1 = (1.0-shadow1);
    float term2 = (1.0-shadow2);
    float v = clamp(term0+term1+term2,0.0,1.0);
    vec4 color    = gl_Color;
    vec4 texcolor = texture2D(baseTexture,gl_TexCoord[0].st);
    float enableBaseTextureFilter = enableBaseTexture*(1.0 -
step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0));
   vec4 colorTex = color*texcolor;
    gl_FragColor = (color*(1.0-enableBaseTextureFilter) +
colorTex*enableBaseTextureFilter)*(1.0-0.30*v);
}

Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
cull_draw() 0x8074200
OpenGL extensions supported by installed OpenGL drivers are:
    GL_ARB_color_buffer_float
    GL_ARB_depth_texture
    GL_ARB_draw_buffers
    GL_ARB_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_half_float_pixel
    GL_ARB_imaging
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_shader_objects
    GL_ARB_shading_language_100
    GL_ARB_shadow
    GL_ARB_texture_border_clamp
    GL_ARB_texture_compression
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_dot3
    GL_ARB_texture_float
    GL_ARB_texture_mirrored_repeat
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle
    GL_ARB_transpose_matrix
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_window_pos
    GL_ATI_draw_buffers
    GL_ATI_texture_float
    GL_ATI_texture_mirror_once
    GL_EXTX_framebuffer_mixed_formats
    GL_EXT_Cg_shader
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_bindable_uniform
    GL_EXT_blend_color
    GL_EXT_blend_equation_separate
    GL_EXT_blend_func_separate
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_compiled_vertex_array
    GL_EXT_depth_bounds_test
    GL_EXT_draw_buffers2
    GL_EXT_draw_instanced
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    GL_EXT_framebuffer_object
    GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4
    GL_EXT_gpu_program_parameters
    GL_EXT_gpu_shader4
    GL_EXT_multi_draw_arrays
    GL_EXT_packed_depth_stencil
    GL_EXT_packed_float
    GL_EXT_packed_pixels
    GL_EXT_pixel_buffer_object
    GL_EXT_point_parameters
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture3D
    GL_EXT_texture_array
    GL_EXT_texture_buffer_object
    GL_EXT_texture_compression_latc
    GL_EXT_texture_compression_rgtc
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_cube_map
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_add
    GL_EXT_texture_env_combine
    GL_EXT_texture_env_dot3
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_integer
    GL_EXT_texture_lod
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_object
    GL_EXT_texture_sRGB
    GL_EXT_texture_shared_exponent
    GL_EXT_timer_query
    GL_EXT_vertex_array
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_KTX_buffer_region
    GL_NVX_conditional_render
    GL_NV_blend_square
    GL_NV_conditional_render
    GL_NV_copy_depth_to_color
    GL_NV_depth_buffer_float
    GL_NV_depth_clamp
    GL_NV_fence
    GL_NV_float_buffer
    GL_NV_fog_distance
    GL_NV_fragment_program
    GL_NV_fragment_program2
    GL_NV_fragment_program_option
    GL_NV_framebuffer_multisample_coverage
    GL_NV_geometry_shader4
    GL_NV_gpu_program4
    GL_NV_half_float
    GL_NV_light_max_exponent
    GL_NV_multisample_coverage
    GL_NV_multisample_filter_hint
    GL_NV_occlusion_query
    GL_NV_packed_depth_stencil
    GL_NV_parameter_buffer_object
    GL_NV_pixel_data_range
    GL_NV_point_sprite
    GL_NV_primitive_restart
    GL_NV_register_combiners
    GL_NV_register_combiners2
    GL_NV_texgen_reflection
    GL_NV_texture_compression_vtc
    GL_NV_texture_env_combine4
    GL_NV_texture_expand_normal
    GL_NV_texture_rectangle
    GL_NV_texture_shader
    GL_NV_texture_shader2
    GL_NV_texture_shader3
    GL_NV_transform_feedback
    GL_NV_vertex_array_range
    GL_NV_vertex_array_range2
    GL_NV_vertex_program
    GL_NV_vertex_program1_1
    GL_NV_vertex_program2
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_S3_s3tc
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_lod
    GL_SGIX_depth_texture
    GL_SGIX_shadow
    GL_SUN_slice_accum
OpenGL extension 'GL_ARB_vertex_program' is supported.
OpenGL extension 'GL_EXT_secondary_color' is supported.
OpenGL extension 'GL_EXT_fog_coord' is supported.
OpenGL extension 'GL_ARB_multitexture' is supported.
OpenGL extension 'GL_NV_occlusion_query' is supported.
OpenGL extension 'GL_ARB_occlusion_query' is supported.
OpenGL extension 'GL_EXT_timer_query' is supported.
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
OpenGL extension '' is not supported.
OpenGL extension 'GL_EXT_framebuffer_object' is supported.
OpenGL extension 'GL_ARB_vertex_program' is supported.
OpenGL extension 'GL_ARB_fragment_program' is supported.
OpenGL extension 'GL_ARB_shader_objects' is supported.
OpenGL extension 'GL_ARB_vertex_shader' is supported.
OpenGL extension 'GL_ARB_fragment_shader' is supported.
OpenGL extension 'GL_ARB_shading_language_100' is supported.
glVersion=2.1, isGlslSupported=YES, glslLanguageVersion=1.2
OpenGL extension 'GL_ARB_pixel_buffer_object' is supported.
Setting up osg::Camera::FRAME_BUFFER_OBJECT
OpenGL extension 'GL_EXT_texture_filter_anisotropic' is supported.
OpenGL extension 'GL_EXT_texture_compression_s3tc' is supported.
OpenGL extension 'GL_ARB_shadow' is supported.
OpenGL extension 'GL_ARB_shadow_ambient' is not supported.
OpenGL extension 'GL_APPLE_client_storage' is not supported.
OpenGL extension 'GL_EXT_texture_integer' is supported.
Setting up osg::Camera::FRAME_BUFFER_OBJECT
Setting up osg::Camera::FRAME_BUFFER_OBJECT
Setting up osg::Camera::FRAME_BUFFER

Compiling FRAGMENT source:
uniform sampler2D baseTexture;
uniform sampler2D randomTexture;
uniform float enableBaseTexture;
uniform sampler2DShadow shadowTexture0;
uniform float zShadow0;
uniform sampler2DShadow shadowTexture1;
uniform float zShadow1;
uniform sampler2DShadow shadowTexture2;
uniform float zShadow2;
void main(void)
{
    vec4 coord   = gl_FragCoord;
    float shadow0 = shadow2DProj( shadowTexture0,gl_TexCoord[1]).r;
        vec4 random0 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[1].st);
        float shadow10 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.r*vec4(-1,-1,0,0)).r;
        float shadow20 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.g*vec4(1,-1,0,0)).r;
        float shadow30 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.b*vec4(1,1,0,0)).r;
        float shadow40 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.a*vec4(-1,1,0,0)).r;
        shadow0 = shadow0 + shadow10 + shadow20 + shadow30 + shadow40;
        shadow0 = shadow0*0.2;
    float shadow1 = shadow2DProj( shadowTexture1,gl_TexCoord[2]).r;
        vec4 random1 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[2].st);
        float shadow11 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.r*vec4(-1,-1,0,0)).r;
        float shadow21 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.g*vec4(1,-1,0,0)).r;
        float shadow31 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.b*vec4(1,1,0,0)).r;
        float shadow41 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.a*vec4(-1,1,0,0)).r;
        shadow1 = shadow1 + shadow11 + shadow21 + shadow31 + shadow41;
        shadow1 = shadow1*0.2;
    float shadow2 = shadow2DProj( shadowTexture2,gl_TexCoord[3]).r;
        vec4 random2 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[3].st);
        float shadow12 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.r*vec4(-1,-1,0,0)).r;
        float shadow22 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.g*vec4(1,-1,0,0)).r;
        float shadow32 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.b*vec4(1,1,0,0)).r;
        float shadow42 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.a*vec4(-1,1,0,0)).r;
        shadow2 = shadow2 + shadow12 + shadow22 + shadow32 + shadow42;
        shadow2 = shadow2*0.2;
    float term0 = (1.0-shadow0);
    float term1 = (1.0-shadow1);
    float term2 = (1.0-shadow2);
    float v = clamp(term0+term1+term2,0.0,1.0);
    vec4 color    = gl_Color;
    vec4 texcolor = texture2D(baseTexture,gl_TexCoord[0].st);
    float enableBaseTextureFilter = enableBaseTexture*(1.0 -
step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0));
   vec4 colorTex = color*texcolor;
    gl_FragColor = (color*(1.0-enableBaseTextureFilter) +
colorTex*enableBaseTextureFilter)*(1.0-0.30*v);
}

Linking osg::Program "" id=1 contextID=0
    Uniform "baseTexture" loc=0 size=1 type=sampler2D
    Uniform "enableBaseTexture" loc=1 size=1 type=float
    Uniform "randomTexture" loc=2 size=1 type=sampler2D
    Uniform "shadowTexture0" loc=3 size=1 type=sampler2DShadow
    Uniform "shadowTexture1" loc=4 size=1 type=sampler2DShadow
    Uniform "shadowTexture2" loc=5 size=1 type=sampler2DShadow

end cull_draw() 0x8074200

== My app ==

ParallelSplitShadowMap : Texture ID=0 Resolution=1024
CullSettings::readEnvironmentalVariables()
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
ParallelSplitShadowMap : Texture ID=1 Resolution=1024
CullSettings::readEnvironmentalVariables()
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
ParallelSplitShadowMap : Texture ID=2 Resolution=1024
CullSettings::readEnvironmentalVariables()

ParallelSplitShadowMap: GLSL shader code:
-------------------------------------------------------------------
uniform sampler2D baseTexture;
uniform sampler2D randomTexture;
uniform float enableBaseTexture;
uniform sampler2DShadow shadowTexture0;
uniform float zShadow0;
uniform sampler2DShadow shadowTexture1;
uniform float zShadow1;
uniform sampler2DShadow shadowTexture2;
uniform float zShadow2;
void main(void)
{
    vec4 coord   = gl_FragCoord;
    float shadow0 = shadow2DProj( shadowTexture0,gl_TexCoord[1]).r;
        vec4 random0 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[1].st);
        float shadow10 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.r*vec4(-1,-1,0,0)).r;
        float shadow20 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.g*vec4(1,-1,0,0)).r;
        float shadow30 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.b*vec4(1,1,0,0)).r;
        float shadow40 = shadow2DProj(
shadowTexture0,gl_TexCoord[1]+random0.a*vec4(-1,1,0,0)).r;
        shadow0 = shadow0 + shadow10 + shadow20 + shadow30 + shadow40;
        shadow0 = shadow0*0.2;
    float shadow1 = shadow2DProj( shadowTexture1,gl_TexCoord[2]).r;
        vec4 random1 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[2].st);
        float shadow11 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.r*vec4(-1,-1,0,0)).r;
        float shadow21 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.g*vec4(1,-1,0,0)).r;
        float shadow31 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.b*vec4(1,1,0,0)).r;
        float shadow41 = shadow2DProj(
shadowTexture1,gl_TexCoord[2]+random1.a*vec4(-1,1,0,0)).r;
        shadow1 = shadow1 + shadow11 + shadow21 + shadow31 + shadow41;
        shadow1 = shadow1*0.2;
    float shadow2 = shadow2DProj( shadowTexture2,gl_TexCoord[3]).r;
        vec4 random2 =
0.0012207*coord.z*texture2D(randomTexture,gl_TexCoord[3].st);
        float shadow12 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.r*vec4(-1,-1,0,0)).r;
        float shadow22 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.g*vec4(1,-1,0,0)).r;
        float shadow32 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.b*vec4(1,1,0,0)).r;
        float shadow42 = shadow2DProj(
shadowTexture2,gl_TexCoord[3]+random2.a*vec4(-1,1,0,0)).r;
        shadow2 = shadow2 + shadow12 + shadow22 + shadow32 + shadow42;
        shadow2 = shadow2*0.2;
    float term0 = (1.0-shadow0);
    float term1 = (1.0-shadow1);
    float term2 = (1.0-shadow2);
    float v = clamp(term0+term1+term2,0.0,1.0);
    vec4 color    = gl_Color;
    vec4 texcolor = texture2D(baseTexture,gl_TexCoord[0].st);
    float enableBaseTextureFilter = enableBaseTexture*(1.0 -
step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0));
   vec4 colorTex = color*texcolor;
    gl_FragColor = (color*(1.0-enableBaseTextureFilter) +
colorTex*enableBaseTextureFilter)*(1.0-0.30*v);
}

Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent
Uniform Adding parent

Then it segfaults.

-- 
[EMAIL PROTECTED]
http://varrojo.linuxuruguay.org
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