Hi,

Perfect, osgUtil::GLObjectsVisitor is just what I was looking for!

However, I still wonder about the first part of my question. Are VBOs
inevitable when using State::setUseVertexAttributeAliasing? It seems that
otherwise OSG is trying to call glVertexAttribPointer with a raw pointer
rather than a VBO offset, ultimately failing to render the object ('invalid
framebuffer operation' and the object does not show up).

Cheers,
Peter

On Tue, Mar 5, 2013 at 9:55 AM, Sergey Polischuk <pol...@yandex.ru> wrote:

> Hi
>
> you can use osgUtil::GLObjectsVisitor, it have option to enable vbos on
> drawables.
>
> Cheers.
>
> 05.03.2013, 04:07, "peter klosowski" <klo...@gmail.com>:
>
> Hi,
>
> In order to use modern shaders (without built-in OpenGL
> uniforms/attributes) it is necessary
> call State::setUseModelViewAndProjectionUniforms and
> State::setUseVertexAttributeAliasing. This provides a bridge to the old
> fixed-function approach, using a well defined set of names for sending the
> respective values to the shaders. Therefore, it is possible to seamlessly
> use existing OSG classes (Transformations, Geometries etc.).
>
> However, my question is the following: Does
> State::setUseVertexAttributeAliasing also require to enable VBOs via
> Geometry::setUseVertexBufferObjects? In my attached example, failing to do
> so produces a warning and the object is not drawn:
>
> Warning: detected OpenGL error 'invalid framebuffer operation' at After
> Renderer::compile
>
> Is it really necessary to manually enable VBOs for each geometry that is
> rendered using such a shader? In particular, what about 3d models that are
> imported with osgDB? What would be an elegant way to enable VBOs for all
> geometries?
>
> Cheers,
> Peter
> ,
>
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