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]
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46137#46137
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