Having great success replacing my existing display shader stuff with OCIO's. Have it working in a primary window but getting black in a seconding view (using context sharing).
Well, this always happens, doesn't? Not 1 minute after sending that I figured it out (stuffed a GL_TEXTURE_3D into a GL texture format function). The HUGE red herring was it working in the main view. Sticking a breakpoint in the glError checker function did the trick.
Having great success replacing my existing display shader stuff with OCIO's. Have it working in a primary window but getting black in a seconding view (using context sharing).
I am able to share the primary texture fine in the secondary window/context, but OCIO's OCIODisplay() function is giving me black in the secondary view. The main and LUT textures are being shared/bound exactly as they were before the OCIO changes - so I'm at a loss as to what is going wrong. If I remove OCIODisplay() from my shader code it is sampling the texture - though plugging the 3D LUT in directly is still giving me black.
All is working perfectly in the main context.
It's probably something simple-stupid, but I've been through the code a dozen times.
Anyone have a clue as to what could be going wrong?