Hiya. I'm trying to pass attributes to my vertex shader, but have come across several issues.These issues only occur when I use OSG -- if I try to do the same thing with straight OpenGL calls, it works fine. I've set "setUseModelViewAndProjectionUniforms(true)" and "setUseVertexAttributeAliasing(false)". I add vertex attributes to my geometry by calling "setVertexAttribArray". I don't explicitly specify any other arrays (I don't call "setVertexArray" or anything like that).
* Assigning a position attribute to '0' works as expected and my geometry shows up. Moving that position attribute to another slot doesn't work. I explicitly call "setCullingActive(false)" on my geometry and set zNear zFar on my camera but when I try to render the scene I get what I think are scene culling related issues: cull_draw() 0x15cd420 _clampProjectionMatrix not applied, invalid depth range, znear = 3.40282e+38 zfar = -3.40282e+38 end cull_draw() 0x15cd420 * I also tried playing around with a normal attribute. I just take the normal and pass it as a varying to the fragment shader where it directly sets the fragment color to the value of the normal. I get a sane result when I set the normal attribute to slot 1,2 or 6 or 7. If I set the normal attribute slot to anything else I get random gray shapes obscuring the viewport: normal attribute set to slot 1: http://i.imgur.com/C5MQ7.png normal attribute set to slot 4: http://i.imgur.com/5tGoS.png same scene in app that uses straight opengl calls: http://i.imgur.com/C5MQ7.png (note that the normal values are different as well, I don't know why this is as I pass in the same values to both) So, does anyone know what's going on? Why can I arbitrarily set attributes to whatever slots I want in my 'raw' OpenGL program, but not with OpenSceneGraph? I'm using OpenSceneGraph 3.0.1 with an Nvidia card that supports OpenGL 4.2 on Linux. Preet _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

