Thanks Jason,

I understand about the interpolation.  I have been operating under the 
assumption that if I use a node visitor to loop over each primitive in my 
object, create a floatArray of index numbers of size=size(primitive array), and 
then bind_per_primitive, then I shouldn't have to worry about interpolation of 
those index numbers within the shader.  Is that correct?

I noticed that in Christian's code snippet that the osg::Program that he 
created was not attached to the geometry's stateset.  Without attaching it, you 
will still have a floatArray stored in the 6 position, but it will not have a 
name and therefore I don't think you can access it from the shader.  

In either case, when i try to add my floatArray to the 6th vertex attribute, my 
shaders stop working.  I don't get any glsl errors printed to screen, but even 
if I try to do something simple like assign all color values to black, the 
shader just spits out the underlying object colors and ignores my shader 
commands.  If I don't attach the osg::Program to my object's stateset, the 
shader commands do work again but I can't access my 6th vertex attribute 
because it wasn't named.  

Here is the stateset that was added to my object.obj's geometry:

StateSet {
      rendering_hint DEFAULT_BIN
      renderBinMode INHERIT
      Program {
        name "targetIndices"
        GeometryVerticesOut 1
        GeometryInputType TRIANGLES
        GeometryOutputType TRIANGLE_STRIP
        AttribBindingLocation indices 6
        num_shaders 0
      }
    }

I'm assuming most of these things are default values since I never specified 
GeometryVerticesOut, GeometryInputType, GeometryOutputType, or num_shaders when 
I created my osg::Program.  Are these defaults the cause of my problems?

I know that this post is a bit scatter-brained but I tried my best to represent 
my problem.

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=46183#46183





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