Oh OK gotcha.  Thanks again, I did end up implementing everything correctly for 
a different model that needed to be indexed per vertex instead of per 
primitive.  I also changed my shaders so that the lookup table logic went into 
the vertex shader instead of the frag shader.  If I did the lookup in the frag 
shader then the vertex values were interpolated which is not what I wanted.  
For the models that must be bound per primitive, I'll probably just revert to 
encoding the index numbers in the vertex colors instead of generic vertex 
attributes.  However I am debating whether I should create a separate forum 
thread about using generic vertex attributes that are BIND_PER_PRIMITIVE with 
GLSL; both of us were unable to get it working but since I can't find any 
documentation online for why it wouldn't work it might be worth asking to a 
larger audience since this thread has veered off from its original title 
somewhat.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46219#46219





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