Sorry, the reply might be a bit too late for you but anyway...
Hannofcart wrote:
Despite enabling H3DOptions::DumpFailedShaders, I don't get a separate log txt file generated, even when I intentionally introduce typos in the GLSL code to force errors (this registers on the HTML log however). So firstly, I'd like to know what this might be due to.
I did a quick test and it is working as expected for me. The files which are output are called "shdDumpVS.txt" and "shdDumpFS.txt".
Hannofcart wrote:
In any case, the model (a simple sphere) does not render AT ALL. Hence this post. I have tried using the forward rendering pipeline as well as the deferred rendering pipeline. As I understand it, the forward rendering pipeline definition that comes with the example only defines ambient and transparent contexts and will draw only those objects with ambient/transparent contexts in the shaders referenced by their material definitions.
This is right. However, the LIGHTING and SHADOWMAP (if you use shadows) contexts are required as well in the forward pipeline. The context names are defined as properties of the light node. ATTRIB is the only context used exclusively by the deferred pipeline.
When an object is not visible at all with a new shader, I usually try to reduce the shader to a minimum (e.g. just outputting a red color in the ambient pass) and then I incrementally add the additional features, always testing the steps. Usually this makes it pretty easy and quick to locate a problem.