I have learned to avoid numbers 0, 2, 3 and 8. See http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg26406.html
John On Tue, 12 Jan 2010, Andrew Holland wrote:
Hi, I want to use vertex attributes and I'm having trouble getting it to work. I think the problem should lie within this code here: Code: program->addBindAttribLocation("a_col", 0); osg::Vec4Array* colors = new osg::Vec4Array; for(int i=0;i<model->verticesNum;i++) { float r = model->cols[i*4]; float g = model->cols[i*4+1]; float b = model->cols[i*4+2]; float a = model->cols[i*4+3]; colors->push_back(osg::Vec4(r,g,b,a)); } //for this commented out code, when used with gl_Color in the vertex shader, it works, displaying the mesh and colours properly. //pyramidGeometry->setColorArray(colors); //pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); //but using this code with the a_col atttribute instead of the gl_Color //doesn't work, it shows the mesh to be white, and slightly deformed. e.g. vertices being out of place pyramidGeometry->setVertexAttribArray(0, colors); pyramidGeometry->setVertexAttribBinding(0, osg::Geometry::BIND_PER_VERTEX); Am I missing something here? I'll post the whole code below, incase the above code isn't enough. ..omitted, forums says something about urls and 2 posts, don't know why.. Also my shader programs are: vertex shader Code: attribute vec4 a_col; varying vec4 col; void main() { col = a_col;//gl_Color; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } fragment shader Code: varying vec4 col; void main() { gl_FragColor =col; } Thanks! andrew ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22452#22452 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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