Re: [osg-users] Using getGlShaderInfoLog

2010-12-15 Thread Jean-Sébastien Guay
Hi Joel, I think I had assumed to this point that the shader would be compiled once it was loaded and bound to the program object - it seemed the most logical way to manage it. Of course, once you indicated that even compilation doesn't happen until the shader's called for (which makes sense

Re: [osg-users] Using getGlShaderInfoLog

2010-12-15 Thread Joel Graff
J-S, Thanks for the reply. You told me exactly what I needed to know. I think I had assumed to this point that the shader would be compiled once it was loaded and bound to the program object - it seemed the most logical way to manage it. Of course, once you indicated that even compilation doe

Re: [osg-users] Using getGlShaderInfoLog

2010-12-14 Thread Jean-Sébastien Guay
Hi Joel, Just for reference, the error is: "Unhandled exception at 0xcdcdcdcd in OSG-shader.exe: 0xC005: Access violation." This error is a general error on Windows that means something bad happened. Generally the "something bad" is a null pointer being dereferenced, or something like

Re: [osg-users] Using getGlShaderInfoLog

2010-12-14 Thread Joel Graff
Just as a follow-up, I stumbled across a post which indicated part of the problem may lie in the compiler. I should point out that I'm using OSG with VS2010. I'm also starting to wonder if this has something more to do with OpenGL than with OSG. I tried accessing the shader info log immediate

[osg-users] Using getGlShaderInfoLog

2010-12-11 Thread Joel Graff
Hello, As I've been playing with shaders in OSG, I've tried to get the shader info log so I can export it directly to a file (largely because it doesn't want to show up in the console when I have a GLSL compilation error). In any case, I've pieced together several snippets of code across a few