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(ogre): fix infinite loop and graphic corruption in ogre shader code

What does this MR do?

Fix infinite loop and graphic corruption in ogre shader code by replacing a 'for' loop with it's 'reverse' equivalent. It is über strange, and looks like a glsl compiler bug, but the workaround seems to work.

Also, some missing makeCurrent() were added

How to test it?

Launch OgreViewer, load a mesh (sphere.vtk from sight-data), play a bit with mouse and camera

Additional tests to run

(If you need some specific test e.g Windows compilation...)

  • Build on Linux
  • Build on Windows
  • Build on macOS

Associated Issues/Merge Requests

Edited by Kevin GAUDET

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