Hello Victor, On 11/08/2014 07:43 PM, Victor Haefner wrote: > I have a small problem on my > AMD Radeon HD 7500M/7600M > > - using colors per vertex works without shader > - using colors per vertex and a shader accessing them with gl_Color > works in older OpenSG 2 > - the variable gl_Color in the vertex shader is black with the newest > version of OpenSG 2 > > on nvidia I have no problems. > > the shader is a simple pass through shader > > #version 120 > void main( void ) { > gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex; > gl_FrontColor = gl_Color; > } > > #version 120 > GLSL( > void main( void ) { > gl_FragColor = gl_Color; > } > > but the problem applies to all my shaders accessing the color
hmm, sounds like it could be a problem with aliasing of the built-in attributes and generic (user defined) attributes. IIRC nvidia aliases generic attribute 0 with gl_Vertex and some other number with gl_Color etc. - other vendors don't do that. > What information can I provide here to help find the issue? > I tried gdebugger but it does not run on that system because of some > library bug, I will look into it. Can you try setting geo->setUseAttribCalls(true) on the relevant Geometry? It would be helpful to know which code path in Geometry::drawPrimitives you hit (there is big 3 case if statement at the bottom of it) and if you make any changes to the fields Geometry::_sfUseVao or GeoProperty::_sfUsevbo from their defaults? Cheers, Carsten ------------------------------------------------------------------------------ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users