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
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