Hi,

not much I can add to what's already been suggested.

On Fri, May 30, 2008 at 4:50 AM, Raymond de Vries <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I am trying to add vertex attributes to my shader program and I am having a
> crash when I reload the geometry with vertex attributes.
>
> Now I am looking into the source and came across the func
> osg::State::disableVertexAttribPointersAboveAndIncluding(). Looking at the
> func name I would expect that the vertex attribute units would be disabled,
> but it doesn't count up. I am really new in this area and would like to
> learn. Is there someone who can explain this piece?

I dont believe I authored that code.  According to SVN it was added May 2003.

> A related question: I see that 'some' vertex attribute units are used in
> examples like the glsl_confetti.osg. Can any unit be used arbitrarily,
> without 0 which seems to be used for the vertex coordinates?

Except for slot 0, attributes are supposed be usable arbitrarily up to
the implementation limits.  However some implementations seemed to
make assumptions about specific attribute slots.  My fading/unreliable
recollections from several years ago, NV aliased some slots to
fixed-function attributes, rather than allowing arbitrary use and
assigning around those uses (I believe their Cg docs described the
static assignments); ATI at that time had problems w/ generic
attributes in general.

In osgToy there is both a compactdisc.osg and
compactdisc-texcoord.osg; the latter uses texcoords precisely to get
around then-rampant implementation bugs w/ generic attributes.  I
haven't surveyed the current crop of drivers for quality on this
topic.

cheers
-- mew


-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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