(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...)
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Build on Linux -
Build on Windows -
Build on macOS
Associated Issues/Merge Requests
- Issues
- Fixes #324 (closed)