Hi Chris, good idea, but actually but does tell me much about the actual problem:
Code: 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. OpenGL extension 'GL_ARB_timer_query' is supported. GraphicsCostEstimator::calibrate(..) GraphicsWindowWin32::setSyncToVBlank on Viewer::startThreading() - starting threading Viewer::startThreading() - contexts.size()=1 Making scene thread safe Doing add Doing add Doing add gc->getGraphicsThread()->startThread() 0000000002CAEAD0 Set up threading View::init() cull() cull() got SceneView 0000000002C2AA50 ShaderComposer::~ShaderComposer() 0000000002C27CA0 Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent Uniform Adding parent end cull() 0000000002C2A8E0 Doing run 0000000002CAEAD0 isRunning()=1 draw() 0000000002C2A8E0 draw() got SceneView 0000000002C2AA50 Renderer::compile() 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. OpenGL extension 'GL_EXT_geometry_shader4' is supported. OpenGL extension 'GL_EXT_gpu_shader4' is supported. OpenGL extension 'GL_ARB_tessellation_shader' is supported. OpenGL extension 'GL_ARB_uniform_buffer_object' is supported. OpenGL extension 'GL_ARB_get_program_binary' is supported. OpenGL extension 'GL_ARB_gpu_shader_fp64' is supported. OpenGL extension 'GL_ARB_shader_atomic_counters' is supported. glVersion=4.3, isGlslSupported=YES, glslLanguageVersion=4.3 Compiling VERTEX source: 1: void main() 2: { 3: gl_Position = ftransform(); 4: } Compiling FRAGMENT source: 1: void main() 2: { 3: gl_FragColor = vec4(0.5, 1, 1, 1); 4: } Linking osg::Program "" id=3 contextID=0 E:\OSG-3.1.2\bin> After compiling OSG 3.1.0, 3.1.1, 3.1.2, 3.1.3 over night I found that 3.1.2 seems to be the only version crashing with shaders. I will upgrade my development system to OSG 3.1.3 now to see if the crash bug is gone. Thank you! Cheers, Johannes[/code] ------------------------ --- Johannes Scholz Software Engineer P3 Voith Aerospace GmbH, Bremen, Germany ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51903#51903 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org