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. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

