Hi,

I tried using a different attribute index from 0, and the colours are now 
showing up. I had come across the link earlier that you posted, but didn't 
realise that was how OpenGL worked (I tested it out in an OpenGL app and got 
the same problem as in my OSG app, with the slightly deformed mesh and no 
colours).

So if I use custom attributes and no built in ones, then I shouldn't have this 
problem of overwriting existing attributes, which I also tested in the OpenGL 
app, and it allowed me to use 0 for a vertex attrib, and 1 for a colour attrib. 
So that's what I want to do now in my OSG app. But I cannot get it to work, it 
just renders nothing. I have tried different attribute values (from '0 and 1', 
'10 and 11', to '0 and 11'), but to no avail.

I've posted what I believe is the relevant code, maybe I didn't set the vertex 
data right in the geometry. The code here currently renders nothing.


Code:

GLuint vertLoc = 0;
GLuint colLoc = 1;

//
osg::Geode* pyramidGeode = new osg::Geode();
root->addChild(pyramidGeode);

//geometry
osg::Geometry* pyramidGeometry = new osg::Geometry();
pyramidGeode->addDrawable(pyramidGeometry);

//vertices
osg::Vec3Array* pyramidVertices = new osg::Vec3Array;

for(int i=0;i<model->verticesNum;i++) {
        float x = model->positions[i*3];
        float y = model->positions[i*3+1];
        float z = model->positions[i*3+2];
        pyramidVertices->push_back(osg::Vec3(x,y,z));
}


//pyramidGeometry->setVertexArray(pyramidVertices);

program->addBindAttribLocation("a_vertex", vertLoc);
pyramidGeometry->setVertexAttribArray(vertLoc,pyramidVertices);
pyramidGeometry->setVertexAttribBinding(vertLoc, 
osg::Geometry::BIND_PER_VERTEX);
}
//colours
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));
}

program->addBindAttribLocation("a_col", colLoc);
pyramidGeometry->setVertexAttribArray(colLoc, colors);
pyramidGeometry->setVertexAttribBinding(colLoc, osg::Geometry::BIND_PER_VERTEX);
}

//indices
osg::DrawElementsUInt* pyramidBase = new 
osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES,model->indicesNum,model->indices,
 0);
pyramidGeometry->addPrimitiveSet(pyramidBase);




and the shaders

Code:

//vertex shader


attribute vec3 a_vertex;
attribute vec4 a_col;


varying vec4 col;

void main() {
        col = a_col;

        //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex
        gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
        
}

//fragment shader

varying vec4 col;

void main() {
        gl_FragColor =col;
}




Thanks.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22482#22482





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