I’ve got a problem that I already described elsewhere ( panda3d.org/forums/viewtopic … 8521#78521 ). In short I’m using shadows, fog, per pixel lights, normal and gloss mapping… and apparently that’s too much for my hardware (the shadow+fog combo is the killer). The application spits out errors, then the nodes that had shadows+fog are rendered without shadows and normal mapping but with fog (I presume that’s rendered with the fix function pipeline).
Is there any way I can catch the shader error before it all goes haywire?
If the end-user hardware can support both shadows and fog then great, I don’t have to worry about a thing, but if it fails like mine, then I’d rather turn off the shadow casting light or try to use a post process fog filter… or do whatever, but do it in a controlled way.