Hi,

I can't get vertex attributes to work in my application.

Right now my aim is to display geometry with just any color, meaning I can have 
very simple shaders, to start with.

I call setUseModelViewAndProjectionUniforms(true) on application startup to 
make sure I can get the MVP matrix as a uniform. I am not calling 
setUseVertexAttributeAliasing as I *think* I do not need it (I am not 100% sure 
what this feature does, either).

My geometry creation code looks like the following:


Code:
int verticesLoc = 6;
geom.setUseDisplayList(false);
                
vertices.setName("in_vertex");
                
geom.setVertexAttribArray(verticesLoc, vertices);
geom.setVertexAttribNormalize(verticesLoc, false);
geom.setVertexAttribBinding(verticesLoc, BIND_PER_VERTEX);

Program *program = new Program();
program.addBindAttribLocation("in_vertex", verticesLoc);
geom.getOrCreateStateSet()->setAttributeAndModes(program, StateSet::ON);




My shaders are:


Code:
 // vertex shader
#version 150

uniform mat4 osg_ModelViewProjectionMatrix;
in vec3 in_vertex;
in vec4 osg_Vertex;

void main(void)
{
        gl_Position = osg_ModelViewProjectionMatrix * vec4(in_vertex, 1.0);
}

// fragment shader

#version 150
 
out vec4 out_fragcolor;
 
void main(void)
{
    out_fragcolor = vec4(1.0, 0.0, 0.0, 1.0);
}




My window just remains blank. I was wondering whether the automatic setup of 
the camera in the viewer would still work when vertices reside in vertex 
attribute buffers.

Cheers,
Fred

NB: to refer to the previous, GL3-related topic I opened I am still using a 
regular GL 1.x/2.x context here, but would like to transition to GL3 afterwards.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=37864#37864





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