Hi, Fred

About things working without vertex attrib binding to program - this may be 
driver specific thing, iirc on nvidia drivers i've had samplers in shaders 
defaulted to 0 texture unit without correct uniform being set for program.

29.03.2011, 16:14, "Fred Smith" <[email protected]>:
> 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...
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=38005#38005
>
> _______________________________________________
> 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

Reply via email to