Hello Victor,
On 11/10/2014 11:41 PM, Victor Haefner wrote:
> Hi Carsten,
>
> > ... especially with this workaround. What vertex attributes does the
> > geometry have (if anything besides positions) and are you using indices?
>
> I use:
> GeoPnt3fPropertyRecPtr Pos = GeoPnt3fProperty::create();
> GeoVec3fPropertyRecPtr Norms = GeoVec3fProperty::create();
> GeoUInt32PropertyRecPtr Indices = GeoUInt32Property::create();
> GeoVec3fPropertyRecPtr cols = GeoVec3fProperty::create();
> GeoUInt8PropertyRecPtr Type = GeoUInt8Property::create();
> GeoUInt32PropertyRecPtr Length = GeoUInt32Property::create();
>
> one position, normal and color, GL_POINTS and one index '0', and one
> length '1'.
>
> > Would you happen to have a trace of GL calls issued (e.g. apitrace or
> > gDEBugger)? Thanks!
thanks for sending the info, it confirms that the draw call is actually
issued and I suspect that this is a similar problem to the one you are
having with gl_Color.
Could you perhaps try creating your vertex shader with
ShaderProgram::createVertexShader(true) [1] and instead of using the
built-in vertex attributes in the GLSL code use:
gl_Vertex -> osg_Vertex
gl_Normal -> osg_Normal
gl_Color -> osg_Color
Since these are then generic vertex attributes they also need to be
declared at the top of the shader, i.e. you'd need a block like:
attribute vec4 osg_Vertex;
attribute vec4 osg_Normal;
attribute vec4 osg_Color;
Cheers,
Carsten
[1] alternatively you can call createDefaulAttribMapping() on your
vertex shader - that function also has the full list of names if you
need more than the three attributes above.
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