Hi Janna,
can you provide the bits of your code where you setup the attributes in
the c++ code and the GLSL part where you access it?
I've been using this feature for tangent-space attributes like forever
and it simply works.
The only thing to keep in mind is the slot numbers and names you
Hi Sebastian,
I set the vertex attribute array this way:
Code:
geometry-setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get());
geometry-setVertexAttribBinding(s_attributeIndex,
osg::Geometry::BIND_PER_VERTEX);
geometry-setVertexAttribNormalize(s_attributeIndex, GL_FALSE);
and
Btw I am using osg 2.8.3-4, not sure if it could make any difference
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Ok I think it is working now with
eometry-getVertexAttribArray(s_attributeIndex)-dirty();
Thank you :)
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Hello Janna,
If you use a shader program you'll have to bind the attributes to the
program:
const std::string name=v_tangent
program-addBindAttribLocation(name, index);
Then in the vertex shader you can access the attribute via:
attribute vec3 v_tangent;
hth
Sebastian
Hi,
I am working on
This is being done and as I mention it works fine unless I try to use vertex
buffer object.
so lets say code like this works:
Code:
geometry-setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get());
geometry-setVertexAttribBinding(s_attributeIndex,
osg::Geometry::BIND_PER_VERTEX);
Hi,
I've tried to use gl_MultiTexCoord1 and do geometry-setTexCoordArray(1,
secondTexCoords);
instead of custom vertex attributes to pass my data and it seems to be working.
Does anyone know if there is some kind of problem with using custom vertex
attributes ( using methods like
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