Hi,
I'm writing some shaders to use with OSG and some use extra vertex attribute
(such as tangent for a bump shader)
I think the OpenGL way of vertex attribute binding is :
- compile and link the shader program
- get the attribute location by calling glGetAttribLocationARB(program,
"attributeName")
- bind the data buffer to this location
So, this way, you always use a "free" attribute location
In OSG, it seems that I have to do :
- compile and link the shader program
- bind the data buffer to a chosen location
- set the attribute location by calling
program->addBindAttribLocation("attributeName", location)
What is the correct way to do this ?
How can I be sure to not overwrite an attribute location in OSG (for example,
attribute locations 0, 2, 3, and 8 are often reserved for vertex, normals,
colors, and texture coordinates by video drivers) ?
Thank you!
Cheers,
Aurelien
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43842#43842
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