Hello Gerrit,

On 06.04.2011 01:34, Gerrit Voß wrote:
> 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.
I also have a strange Problem with OSX where geometry disappears. On 
Win7 everything works fine.
Can you give me a hint what your workaround is about? Perhaps it can 
help me with my problem.

Best regards,
Marcus
> kind regards
>    gerrit
>
>
>
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And it wants your games.
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