Hi,
I was trying to use gl_SecondaryColor to pass in a vertex position
offset. However, I noticed strange behavior. Does anyone know if
gl_SecondaryColor gets clamped to some value?
I am now trying to pass in my own attribute, but my program is crashing.
Below is a snippet of what I'm doing. Any help would be greatly
appreciated.
//Called once at initialization.
Geometry->setVertexAttribBinding(6,
osg::Geometry::BIND_PER_VERTEX);
Geometry->setVertexAttribArray(6, new osg::Vec4Array);
Geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 0));
//Called for each quad at initialization.
osg::ref_ptr<osg::Vec4Array> centerPoint =
dynamic_cast<osg::Vec4Array*>(Geometry->getVertexAttribArray(6));
centerPoint->push_back(center);
centerPoint->push_back(center);
centerPoint->push_back(center);
centerPoint->push_back(center);
//Called after vertex shader is attached to the program.
program->addBindAttribLocation("centerPoint", 6);
The same organization works with vertices, normals, and texture
coordinates.
Thanks,
Mike
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