Things are extremely weird. Using in_vertex does actually work, I had 
misspecified the binding location. So the following line works

// both gl_Vertex and vec4(in_vertex,1.0) work here
gl_Position = osg_ModelViewProjectionMatrix * vec4(in_vertex,1.0); 

Actually this works even if I do NOT call

program->addBindAttribLocation(std::string("in_vertex"), 0);

which is really puzzling me. Weird!?!

I tried building OSG with OSG_GL3_AVAILABLE. Things build fine but I just can't 
get any rendering at all.
First GL 3.x, isn't actually used under Windows, it is still a GL 1.x context 
that is created at runtime.
You have to modify the source code to force the GL 3.x context creation 
(traits->glContextVersion = string("3.2")). The context is then created fine 
but after that nothing on the screen when running my modified sample. I always 
get an error when calling glUseProgram even though the program linked fine.

Still blocked... any help appreciated...

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38005#38005





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