Hello, On Tue, 2014-07-15 at 16:40 +0800, Gerrit Voß wrote: > Hello, > > On Tue, 2014-07-15 at 09:37 +0200, Johannes wrote: > > Hello Gerrit, > > > > > On Thu, 2014-07-10 at 21:40 +0800, Gerrit Voß wrote: > > > > > > ok, I have an idea what goes wrong. I'll try to figure out a fix. > > > Currently I'm not sure if an automatic solution can be found. Would > > > it be a problem for you to explicitly mark the shader if it needs > > > vertex attributes (e.g. contains a layout(location = ...)) statement > > > or not ? > > > > > So that means, I do have to figure out at run time, which shader code I > > have to use, which implies that I have to change the shader code of > > loaded (perhaps foreign) models on the fly? > > So, I'm not a big fan of such a solution :-) > > > > Can you elaborate what goes wrong? > > the old problem, on non NVidia you have to know how the the GPU accesses > the vertex attributes (no shader/shader | shader with attribs) in order > to submit them correctly as there is no aliasing except for attribute > 0. > > Currently I check the active attribute names and if any of them does not > start with "gl_" assume that custom attributes are used. OpenGL forbids > the use of gl_ so that should be fine (both the ATI/NVidia compilers > complain if you do) > > That solution seem to work for now, I will commit it soon. With it > your example works correctly.
I pushed the commit, could you try and let me know if it works. kind regards gerrit ------------------------------------------------------------------------------ Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck Code Sight - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users