Thanks !!
Now i at least got the triangle on the screen. I have checked the examples
where they have used addUniform and it works fine . Check osgparametric. Any
more explanation ?
And the matirx that i am sending as uniform has no effect at all. I should see
a triangle rotated to a certain angle.
The application has the following addition as follows:
Code:
//declare a rotation matrix
osg::Matrix rotationMatrix;
float angle = osg::inDegrees((float)80);
rotationMatrix.rotate(angle,osg::Vec3(0.0f,0.0f,1.0f));
......................
......................
primitiveState->getOrCreateUniform("RotationMatrix",osg::Uniform::FLOAT_MAT4)->set(rotationMatrix);
And the shader are as follows:
Vertex Shader
Code:
#version 400
in vec3 VertexPosition;
in vec3 VertexColor;
out vec3 Color;
uniform mat4 RotationMatrix;
void main()
{
Color = VertexColor;
gl_Position = RotationMatrix * vec4(VertexPosition,1.0);
}
And the fragment shader
Code:
#version 400
in vec3 Color;
out vec4 FragColor;
void main() {
FragColor = vec4(Color, 1.0);
}
It will be nice if you try this at your end and recreate the behavior i am
having here.
Thanks
Sajjadul
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56636#56636
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