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

