So I decided to go again and try to use a generic vertex attribute to store my index numbers. I noticed from another osg forum thread that there is currently a problem using int values for vertex attributes but that floats are working and can be converted to ints in the shader. With that in mind, I implemented Christian's code snippet up to the part where I've already added a vec2 float vertex attribute to the 6th position. I have a couple of questions though:
1. in osg there is no Vec1Array (which makes sense), but then if I only wanted to store 1 float value for each vertex, what would I use? osg::array ? 2. I need to access the vertex values from a frag shader instead of the vertex shader as seen in Christian's code snippet. If I have a generic vertex shader like this: Code: void main(void) { gl_FrontColor = gl_Color; gl_Position = ftransform(); } then can I access the vertex attribute in the frag shader like this? Code: in vec2 indices; void main(void) { //get index from vertex attribute 6 vec2 index = indices; } [/code] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46137#46137 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org