Things work if I call setVertexArray. I mean that I have to call setVertexArray, in addition to setVertexAttribArray, even though my shader is solely based on vertex attribute data and doesn't use GL2-style dedicated vertex coordinates data.
Code: // This line should not be needed but seems required geom.setVertexArray(vertices); geom.setVertexAttribArray(verticesLoc, vertices); Is this expected? If I compile and use OSG with GL3 core profile support, will this still be required (again, it shouldn't)? On the GL trace side I don't see anything wrong when I don't call setVertexArray: glVertexAttribPointer(...); glDrawElements(...); When I also specify a vertex array the glVertexPointer call obviously seems superfluous: glVertexPointer(...); // pointless glVertexAttribPointer(...); // ok glDrawElements(...); Other custom vertex attributes that I tried to use to pass through color data behave fine. Vertex coordinates seem to be treated specially in OSG. Cheers, Fred ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37879#37879 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org