I can get my square if vertices reside in attribute slot number 0, not 6.
But in this case, my shader needs to be:
Code:
// vertex shader
#version 150
uniform mat4 osg_ModelViewProjectionMatrix;
in vec3 in_vertex;
void main(void)
{
gl_Position = osg_ModelViewProjectionMatrix * gl_Vertex; // gl_Vertex here,
not 'in_vertex'
}
My understanding is that gl_Vertex automatically maps to attribute index 0 with
GL 2.x. What I do not understand, however, is why replacing 'gl_Vertex' with
'in_vertex' does not work - it should do exactly the same.
My aim being to work with a GL3 context, I'm now going to test this code with
OSG_GL3_AVAILABLE. There, I should not be able to use gl_Vertex at all, so I
expect in_vertex to work. If it doesn't, I'll really, really be puzzled.
Fred
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=37994#37994
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