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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