Hi Paul,

On Wed, Jan 13, 2010 at 4:03 PM, Paul Martz <[email protected]> wrote:
> For whatever reason,

The reason is two fold:

 1) Performance.
 2) Compatibility with display lists.


> it wasn't implemented that way, and instead you need to
> specify the slot number yourself. To complicate things, apparently OSG has
> reserved certain slot numbers for itself in order to support the old GL1/2
> special case vertex attributes (like setVertexArray, setNormalArray,
> setColorArray, etc).

The OSG hasn't reserved anything.  The only place way a mapping is
assumed is in the osg::State vertex attribute aliasing to handle
places where osg::Geometry contain vertex,normal,color arrays and then
the alias is user customizable and the default follows slots used in
previous OpenGL vertex program extensions.

> Digging through the code to divine exactly how you should deal with this at
> the application level is somewhat difficult. A good place to start would be
> grepping the source for the GL calls related to vertex attributes.

You could look at the osgvertexattributes for an example.

Robert.
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