Hi Jamie,

If you want to use tex coord you will have to customize the vertex and
fragment shader. I guess you will find ressource on the net how to do
it.
About the normal array it should work out of the box because in the
default vertex shader used as example works.

Cheers,
Cedric


-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Wed, 2010-03-03 at 16:08 +0000, Garrett Cope wrote:
> Hi Cedric,
> 
> I was able to fix the issue by changing the way in which I was loading vertex 
> data. My native data is X3D (similar to VRML), so I was loading the geometry 
> using the method in the existing OSG VRML import plugin. I replaced this 
> method with the data loading used in the osgskinning example and the geometry 
> rendered fine.
> 
> However, attaching texture coordinates and normals to the RigGeometry via 
> setTexCoordArray() and setNormalArray() seems to pretty much ignored or 
> perhaps corrupted in some way.
> 
> Have you been able to successfully manually load normals and tex coordinates 
> to a rig geometry? Do you have an example? osghardwareskinning loads directly 
> from .osg, so it's not much help.
> 
> Thanks again,
> Jamie
> 
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=25112#25112
> 
> 
> 
> 
> 
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> 

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