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
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
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
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
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
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