Hi Fred, As i understand you set your vertex array in osg to vertexattrib slot 0, setup vertexattrib binding for shader program to slot 0 for in_vertex. What result you have when use in_vertex in shader instead of gl_Vertex, exactly? Did you convert your in_vertex to vec4 with w=1.0 in shader? Shader compiler complains about something or it just dont draw anything?
Cheers, Sergey. 29.03.2011, 13:06, "Fred Smith" <[email protected]>: > 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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

