Hi Bruno,

Can you provide more information about your setup? Platform, gfx card, osg version, etc. Have you seen and tried the osg example osgdrawinstanced? Writing "not working" is probably too little info for people to help you ;-)

Cheers,
Raymond



On 5/22/2017 8:17 PM, Bruno Oliveira wrote:
Hi,


I want to render several simple quads ( a simple rectangle). I pass the quad centers via a 2D texture, and try to render them with the following vertex shader:



            "#version 120\n"
            "#extension GL_EXT_draw_instanced : enable\n"
            "\n"
            "uniform sampler2D texVert;\n"
            "uniform sampler2D texColor;\n"
            "uniform float          texSize;\n"
            "\n"
            "void main() {\n"
            "\n"
            "  float row   = float(gl_InstanceID) / texSize;\n"
            "\n"
            "  vec2  uv    = vec2(fract(row), floor(row) / texSize);\n"
            "  vec4  vert  = gl_Vertex + texture2D(texVert, uv);\n"
            "\n"
            "  gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
            "\n"
            "}\n"



*This is my code for creating 1000 quads:*

this->setUseDisplayList(false),
    this->setUseVertexBufferObjects(true);

    // Build Geometry
    // Simple Quad
  osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array(4);
  (*vertices)[0].set(-500, -500, 0.f );
  (*vertices)[1].set( 500, -500, 0.f );
  (*vertices)[2].set( 500,  500, 0.f );
  (*vertices)[3].set(-500,  500, 0.f );

  this->setUseDisplayList(false);
  this->setUseVertexBufferObjects(true);
  this->setVertexArray(vertices.get());
  this->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4, 1000));


*IMPORTANT NOTE*: *If I use simple GL_POINTS, my code works fine and renders correclty 1000 points:
*

  osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array(1);
  (*vertices)[0].set(0, 0, 0.f );

  this->setVertexArray(vertices);

    this->addPrimitiveSet( new osg::DrawArrays(GL_POINTS, 0, 1, 1000) );




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