Hi Chris,

It's hard to know what is causing problems in your case as you don't
provide enough information to know what might be amiss.  In general, one
wouldn't normally combine the built-in usage with vertex aliasing - the
later is used to get the OSG to built alteranatives to the built-ins that
are no longer available in OpenGL-ES 2.x onwards and OpenGL 3.0 core
profile onwards.

Robert.



On 29 March 2016 at 04:33, Chris Kuliukas <[email protected]> wrote:

> Wow, can't believe my luck at stumbling into the solution for this so
> quickly..
>
>
> Code:
>         osgViewer::Viewer::Windows windows;
>         viewer.getWindows(windows);
>         for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
>                 itr != windows.end();
>                 ++itr)
>         {
>                 osg::State *s=(*itr)->getState();
>                 s->resetVertexAttributeAlias(false, 8); // <-- This line
>                 s->setUseModelViewAndProjectionUniforms(true);
>                 s->setUseVertexAttributeAliasing(true);
>         }
>
>
>
>
> Here is a before / after: http://imgur.com/a/aWoKB
>
>
> It looks like if you use vertex attribute aliasing it compacts the uniform
> slots by default, which screws up all fixed transform stuff (which I guess
> expects them to be in their usual spots).
> s->resetVertexAttributeAlias(false, 8); prevents it from compacting the
> uniform slots, and it all works.
>
> ------------------------
> http://www.hrwallingford.com/facilities/ship-simulation-centre (
> http://www.hrwallingford.com/facilities/ship-simulation-centre)
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66647#66647
>
>
>
>
>
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>
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