Hi,

yes, I know this behavior
with glVertexPointer/glNormalPointer/glTexCoordPointer/glColorPointer and I
have found it useful in the past. However, are you sure that it is still
supported with glVertexAttribPointer?

Anyway, I just wanted to point out that there could be a potential issue
there, but maybe it works on other versions/platforms.

Cheers,
Peter


On Mon, Mar 11, 2013 at 4:02 PM, Sergey Polischuk <pol...@yandex.ru> wrote:

> Hi
>
> in lower gl versions, if buffer object is bound to GL_ARRAY_BUFFER,
> pointer is offset in buffer, else pointer is treated as pointer to block of
> vertex data in memory to be used as vertices.
>
> 11.03.2013, 18:09, "peter klosowski" <klo...@gmail.com>:
>
> Hi,
>
> From reading OpenGL documentation (
> http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml), I
> have concluded that glVertexAttribPointer was designed for VBOs only.
> Please correct me if I am wrong.
>
> In that case, OSG passing a raw pointer when using State::
> setUseVertexAttributeAliasing with VBOs disabled on the Geometry should
> be regarded as a bug?
>
> Cheers,
> Peter
>
> On Tue, Mar 5, 2013 at 6:23 PM, peter klosowski <klo...@gmail.com> wrote:
>
> 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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