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 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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