Hi Sebastian,

setUseVertexAttributeAliasing should be active, when you are using osg_Vertex etc. It might be, that the driver on your first machine simply assigns the "in-slot" accidentally to the correct input.
Are there any outputs on the console?
My mistake, my shader should obviously use gl_Vertex, and not osg_Vertex. I failed a copy/paste and did not double-checked. But to answer your question, there is no console output at all (no warnings or fails) related to the shaders, even with osg::setNotifyLevel set to most verbose option. I will check my shader as soon as I can but I'm almost sure the problem was from this gl_Vertex mistake.

Thank you,
Pierre-Jean



If this is not working two hints:
1. #pragma version 150 compatibility
The version is epxected to be the first line in any shader.
2.Use gl_ instead on osg_ attributes and uniforms for testing fixed function.



I saw a strange thing in the log : on Mac gl_MultiTexCoord0 is converted to osg_MultiTexCoord0 even if setUseVertexAttributeAliasing is set to false. On Linux
gl_MultiTexCoord0 is not converted and is keeped.
By the way if I set setUseVertexAttributeAliasing to true and replace gl_MultiTexCoord0 by osg_MultiTexCoord0, my model is properly visible (but I don't want that because I lose fixed pipeline functions).
Cannot say anything on the first issue, but you are not "loosing" any functionality by using the aliasing. OSG will simply replace gl_ names with its osg_ aliases when uploading the shader to the driver. All other functions will still work as expected.

Has anybody an idea of where this behavior comes from ?
As I said, drivers will do stuff behind your back. So a shader with obvious errors might run one machine while failing on another.

Cheers
Sebastian

Thank you!

Cheers,
Pierre-Jean

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66344#66344





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