Hello Gerrit,

On 04.06.2014 11:36, Gerrit Voß wrote:
>
> thanks, with shaders I'm seeing a the same flat appearance on ATI
> cards and correct shading on NVidia card.
>
This is good news, because then it seems to be a general problem :-)

> ok, beware, we are entering the murky waters of vertex attribute
> aliasing. Which IMHO causes the main problems between NVidia and ATI
> hardware/drivers in your case, and in general. As far as I understand
> it, when using vertex attributes with shaders in an any kind of
> compatibility profile (I'm counting #version 120 as one) only
> gl_Vertex/location 0 is guaranteed to alias correctly. All the others
> might (NVidia) or might not (ATI), were should not is correct according
> to the spec. Also, in compat mode you can't bind anything explicitly to
> location=0 in your shaders, so here comes the 'ugly' mix.
>
Uh, Oh, Ahh...

> Could you try the following vertex shader for your setup, which
> makes use of gl_Vertex being aliased and the normal being explicit
> specified.
>
I have uploaded result images to:

http://www.filedropper.com/error_1

It definitely has had some impact. But as you can see from the images it 
is now reversed somehow. After activating the shader the geometry is 
flat shaded until the shader is deactivated again. Any new created 
geometry is shaded correctly by the shader. If, however, I switch of the 
shader again this geometry becomes flat shaded :-(

>
> Coming back to another point in the thread:
>
> OSG_ENABLE_NEW_GEOHANDLER=ON
>
> I finally fixed to OSB loader problems (a while ago), so this option
> will disappear rather soon and the =ON case will become the only
> available option.
>
It is good that the space of possible options is going to be reduced a 
little bit :-).

Best,
Johannes



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