Thanks for the feedback.
Cheers
Raymond
On 23-5-2017 10:44, Bruno Oliveira wrote:
I found out what my problem was. Since I was adding to vectors, I
needed to set vec.w = 1;
Thanks anyway!
2017-05-22 20:31 GMT+01:00 Raymond de Vries <[email protected]
<mailto:[email protected]>>:
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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