FYI, my vertex/fragment shaders are using #version 120 because they need to be 
compatible with OSX X11 (XQuartz). I have noticed that even on the graphics 
cards with the compatibility profile (windows machines with certain ATI/AMD 
cards), directly using gl_Vertex instead of osg_Vertex seems to fix the 
problem. In other words, my call to glVertex3f() seems to correctly set 
gl_Vertex, but not osg_Vertex, in the vertex shader.

I am pretty new to GLSL, so I feel like I'm missing some core concept related 
to GLSL and compatibility profiles.

Thanks again,

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