Hello Victor,

On 11/10/2014 11:41 PM, Victor Haefner wrote:
> Hi Carsten,
>
>  > ... especially with this workaround. What vertex attributes does the
>  > geometry have (if anything besides positions) and are you using indices?
>
> I use:
>      GeoPnt3fPropertyRecPtr      Pos = GeoPnt3fProperty::create();
>      GeoVec3fPropertyRecPtr      Norms = GeoVec3fProperty::create();
>      GeoUInt32PropertyRecPtr     Indices = GeoUInt32Property::create();
>      GeoVec3fPropertyRecPtr      cols = GeoVec3fProperty::create();
>      GeoUInt8PropertyRecPtr      Type = GeoUInt8Property::create();
>      GeoUInt32PropertyRecPtr     Length = GeoUInt32Property::create();
>
> one position, normal and color, GL_POINTS and one index '0', and one
> length '1'.
>
>  > Would you happen to have a trace of GL calls issued (e.g. apitrace or
>  > gDEBugger)? Thanks!

thanks for sending the info, it confirms that the draw call is actually 
issued and I suspect that this is a similar problem to the one you are 
having with gl_Color.
Could you perhaps try creating your vertex shader with 
ShaderProgram::createVertexShader(true) [1] and instead of using the 
built-in vertex attributes in the GLSL code use:

gl_Vertex ->    osg_Vertex
gl_Normal ->    osg_Normal
gl_Color  ->    osg_Color

Since these are then generic vertex attributes they also need to be 
declared at the top of the shader, i.e. you'd need a block like:

attribute vec4 osg_Vertex;
attribute vec4 osg_Normal;
attribute vec4 osg_Color;

        Cheers,
                Carsten

[1] alternatively you can call createDefaulAttribMapping() on your 
vertex shader - that function also has the full list of names if you 
need more than the three attributes above.

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