Hi, On Tue, 2011-04-05 at 16:16 -0500, Aron Bierbaum wrote: > After spending the afternoon looking through this it appears that IMHO > OpenSG might [1] be doing something incorrect. Here is what I think is > going on: > > > When a geometry core is being processed with a shader material, it > forces the GeoVertexArrayPumpGroup to use the generic attribute > functions glVertexAttribPointer instead of the older > glVertexPointer/glNormalPointer equivalents. Since we are using the > generic attribute functions, I believe that we need to call > glBindAttribLocation in order to access these values in the shaders. > > > So I believe that I can't access the texture coordinates using the old > gl_MultiTexCoord0 attribute because OpenSG is using > glVertexAttribPointer instead of glTextureCoordPointer. Also I can't > access the vertex attributes using a user-defined attribute because > OpenSG doesn't allow me to specify the attribute indices in the SHL > chunk using glBindAttribLocation. > > > Does this sound correct? If it is this would essentially mean that > things are only currently working on NVIDIA hardware because the > driver still binds the gl_MultiTexCoord0 attribute to "generic" > attributes at index/slot 8. >
yes, there is a problem with the aliasing on ATI Hardware / OSX, as said in the thread Josef referenced. For OSX the workaround was easier as the problem is independent of the hardware. For the ATI part I'm looking into a workaround as the full solution will take longer. kind regards gerrit ------------------------------------------------------------------------------ Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users