HI Deniz,

Modern OpenGL doesn't support per primitive bindings, the OSG used to
simulate bind per primitive for backwards compatibility with old OpenGL 1.x
era usage of glBegin/glEnd that enabled bind per primitive but with OSG-3.2
I have removed this feature from osg::Geometry.  There is support for
restructuring old style osg::Geometry that still use BIND_PER_PRIMITIVE to
prevent old databases from not being loaded,  To fix these problem
osg::Geometry the OSG has to duplicate vertex/normals/colours.

The upshot is that you don't want to get distracted by BIND_PER_PRIMITIVE,
it's not supported by modern OpenGL and no longer supported by the OSG.

Now the doesn't particular help one who want to apply a unique id per
triangle.  The way I'd tackle it would be to put the data per vertex, or
look at instancing.


Robert.



On 9 November 2013 17:48, deniz diktas <[email protected]> wrote:

> Hi,
>
> I want to assign a generic vertex attribute for each primitive (triangle).
> I have written a visitor for this and used setVertexAttribArray() and
> setVertexAttribBinding() to add the id-attribute to the geometry
> (BIND_PER_PRIMITIVE). I have also added the attribute in the shader and
> introduced it to the shader program using addBindAttribLocation(),  but
> have not been able to get the desired attribute ID for each triangle. I
> could do this with a plain opengl code but cannot do it here. I am clearly
> missing something but I cannot see it clearly. any ideas?
>
>
> thanks,
> deniz
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=57156#57156
>
>
>
>
>
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