Yes, if you look att Processor.cpp : 381, you'll see that on apple
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platforms we always insert a sampling of the tex2 even if it's not
needed. It appeared that without this, if the 3dlut was unused it
would be incorrectly optimized away and the app would crash.
In your shader you should see a line that looks like,
"// OSX segfault work-around: Force a no-op sampling of the 3d lut."
are you seeing this line and still having the crash? What platform are you on?
On Mon, Jan 17, 2011 at 3:27 PM, Jeremy Selan <jeremy...@...> wrote:
I already fixed this too; thought it was checked in last week. hold
On Mon, Jan 17, 2011 at 3:21 PM, Malcolm Humphreys
I'm having an unrelated problem when using a noop processor eg. scene_linear -> data on the gpu.
I'm getting a EXC_BAD_ACCESS when issuing glBegin(GL_QUADS). Having another shader for this case which doesn't reference 'tex2' fixes the problem. I have looked into it a little but it isn't clear why this is happening.
I'll be trying to commit some code that shows this soon.
On 18/01/2011, at 9:13 AM, Jeremy Selan wrote:
No problem! Let me know if you have any troubles with the updated version.
I should also probably update the ociodisplay program to query the
glsl version, and select the best profile accordingly.
On Mon, Jan 17, 2011 at 1:46 PM, Malcolm Humphreys
Oh snap, you have already fixed this. I haven't updated for a few days.
Sorry for the list noise.
On 18/01/2011, at 8:38 AM, Jeremy Selan wrote:
Those who are having trouble with GLSL, are you on the most recent
version of OCIO?
I made a commit last week (which is in version 0.7.5), where on OSX
the const keyword would be omitted for GLSL 1.0 (which is what should
be used on OSX).
If you see line 79 in
And I confirmed that the ociodisplay app works on my osx 10.6.6
install. (A macbook laptop).
You'll see that in OCIO we currently distinguish the profile options
between GLSL 1.0, 1.3, and GG. And that only the CG and GLSL 1.3+
profiles use the const identifier. My hope was that we could get by
with the minimum language options necessary, and only add new glsl
versions if/when new language features are necessary.