Thank you for your questions,    Do you mean to  use this  
setUseVertexAttributeAliasing(true)  only in GL version that only supports 
shaders  ?  

在2020年10月16日星期五 UTC+8 下午4:38:34<OpenSceneGraph Users> 写道:

> Hi ?
>
> OpenGL and OSG strandles and old fixed function pipeline era and shaders.  
> You can select a pure shaders subset of OpenGL at compile time and runtime, 
> and you can also toggle on/off some mappings the OSG provide between the 
> GL2.x GLSL built in variables and osg_ equivalents useful for 
> GLES2.x/GL3.x+.  
>
> The scene graphs you build for each of these scenarios will need to be 
> different - you can't use fixed function pipeline state with a GL version 
> that only supports shaders.  I know nothing about your particular .ive but 
> my best guess is that it's not compatible with the subset of OpenGL you 
> selecting.
>
> Robert.
>
> On Fri, 16 Oct 2020 at 03:55, OpenSceneGraph Users <
> [email protected]> wrote:
>
>> env is system Win10 ,osg 3.6.4, osgearth 2.10.0,GTX1660 TI
>>
>> Why is there an error in the model texture display when this function is 
>> turn on?
>>
>>  const int width( 800 ), height( 450 );
>>     const std::string version( "4.3" );
>>     osg::ref_ptr< osg::GraphicsContext::Traits > traits = new 
>> osg::GraphicsContext::Traits();
>>     traits->x = 20; traits->y = 30;
>>     traits->width = width; traits->height = height;
>>     traits->windowDecoration = true;
>>     traits->doubleBuffer = true;
>>     traits->glContextVersion = version;
>>     traits->readDISPLAY();
>>     traits->setUndefinedScreenDetailsToDefaultScreen();
>>     osg::ref_ptr< osg::GraphicsContext > gc = 
>> osg::GraphicsContext::createGraphicsContext( traits.get() );
>>     if( !gc.valid() )
>>     {
>>         osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << 
>> version << " context." << std::endl;
>>         return( 1 );
>>     }
>> [image: Q20201012125957.png]
>>
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