[osg-users] porting old code to the latest osg issues

Robert Osfield robert.osfield at gmail.com
Mon Sep 5 00:13:41 PDT 2016

Hi Nick,

I haven't had the time to look into so don't have any specific
answers.  From your description it sounds like the osg::State's
support for automatically tweaking shaders is enabled, perhaps this is
either doing something inappropriate or something else in the mix (i.e
osgShadow) or the other shader source.

One thing you can do is enable debugging via the OSG_NOTIFY=DEBUG env
var setting and then watch the output to see what shader is being
passed to OpenGL.  Also have a look at the shader substitution code in
osg::State to see what it's doing.  The method to look at is

Since OSG-3.4 there have been a few changes to this code so there is
chance that OSG master will behave differently so might be worth a


On 4 September 2016 at 22:49, Trajce Nikolov NICK
<trajce.nikolov.nick at gmail.com> wrote:
> Robert,
> are there any changes in the shader management, I mean are the shaders
> changed by the OSG code somehow (I am using the built-om uniforms)? Here is
> my shader source line:
> "varying vec4 projShadow;\n"
> that apitrace logs as (this is being compiled but differs from the original
> shader source):
> out vec4 projShadow;
> and then I get this warning
> warning C5060: out can't be used with non-varying projShadow
> ?
> Thanks a lot as always!
> Nick
> p.s. Chris, thanks for the apitrace hint
> On Fri, Sep 2, 2016 at 2:09 AM, Trajce Nikolov NICK
> <trajce.nikolov.nick at gmail.com> wrote:
>> Hi Community,
>> I had some discussion and coding some sample with Wojtek's help 2010 :-).
>> It is about a sample code that illustrates a simple lights and obstacles. It
>> become actual for me again so I started with this archived example as a
>> testbed to work on it and integrate it into much larger project. Here is the
>> link of the code:
>> http://markmail.org/message/ccscbkzyxsgmb5vl#query:+page:1+mid:c542rbpj3jdw3v5d+state:results
>> I know it was working till recent times. And it doesn't anymore :-/. So I
>> went to see what might have changed in OpenGL and OSG since then (bit crazy
>> but I had to start somewhere). It uses shadow2DProj which I found it was
>> replaced by the texture call in GLSL after 130. Also on OSG side to use the
>> built in uniforms I know it has to be enabled in the camera's gc state with
>> setUseModelViewAndProjectionUniforms. So far these were my findings which
>> didn't helped.
>> I would like to ask you for any hints and for a bit of will to see if
>> someone can spot something - the code is simple, selfcontained, it has
>> lighting from the red book implemented and use simple shadow mapping to make
>> the lights to not appear behind obstacles.
>> As always, thanks a bunch!!!!!
>> Cheers,
>> Nick
>> --
>> trajce nikolov nick
> --
> trajce nikolov nick
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