Hi,
Thank you,
I think i will be able to add the code into the trunk soon :)

Cool

Cheers,
Cedric

-- 
+33 659 598 614  Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Wed, 2009-10-21 at 09:21 -0400, Jean-Sébastien Guay wrote:
> Hi Cedric,
> 
> > I used the addBindAttribLocation to the program but it generated an
> > error. Because the compiling of the program gave another location to put
> > my data. Anyway i will a another try to test it.
> 
> I've been using addBindAttribLocation in my software for a while, so I 
> know it works.
> 
> It basically just associates a name to an attribute number, so just make 
> sure you use an unused attribute location (like 9+ for example, just to 
> be safe) and then use that name in your shader, and use that number when 
> adding an attribute array to your osg::Geometry. As long as you call 
> addBindAttribLocation before the shader is compiled and linked, it works 
> well (I had that problem at one point, I was calling it from a callback 
> after the shader had been compiled, and I would get undefined data in my 
> shader instead of the data I was putting in the arrays).
> 
> In my Masters project I was storing Spherical Harmonics coefficients in 
> 7 consecutive Vec4 attribute arrays (I needed 25 floats) and it worked 
> well. In our software here at CM-Labs we just use one attribute array 
> right now, but it works equally well.
> 
> Hope this helps,
> 
> J-S

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