Hi (Art :) ) I just upgrade osgPPU to version 0.3. After I changed every osgPPU::Shader to osgPPU::ShaderAttribute, my application still crashes in an unexpected way.
But after a couple of hours of investigation (I almost went back to version 0.2), I finally found what was the bug. I have a lot of UnitInOut in my application that add themself to create a specific effect. Exemple : osgPPU::UnitInOut * aUnit = new osgPPU::UnitInOut(); osgPPU::ShaderAttribute* aShaderAttribute = new osgPPU::ShaderAttribute(); aShaderAttribute->addShader(someShader); aShaderAttribute->add("tex0", osg::Uniform::SAMPLER_2D); aShaderAttribute->set("tex0", 0); aShaderAttribute->add("tex1", osg::Uniform::SAMPLER_2D); aShaderAttribute->set("tex1", 1); aUnit->getOrCreateStateSet()->setAttributeAndModes(aShaderAttribute); previousUnit->addChild( aUnit ); aUnit->addChild( aUnit ); // this line seems to not be valid anymore It seems like this is not a good practice anymore and I didn't find a way to replicate it. Hope you can help me Thanks Alex
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