Hello Mike,
BTW a working example of GLSL generic attributes is the diffraction
shader in
http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/osgtoy/trunk/osgtoy-data/compactdisc.osg
It binds a "tangent" attribute to slot 5.
I'll check that out. Can I just display the osg file with osgviewer, or
do I need osgToy?
The file loads into stock OSG, no osgToy library needed.
Ok, I tried it and it indeed works. It's very useful to be able to
inspect an example like this. Thanks.
Try passing your data in an unused texcoord rather than a generic attribute.
Do you have ATI graphics by any chance? Their driver has had trouble w/
genering attributes. There's another version of that scene called
compactdisc-texcoord.osg, the only difference being how the
attributes are sent.
Nope, thanks for your help but that wasn't the problem. I found it
yesterday. I had two problems actually:
1) my NodeVisitor's apply(osg::Geode&) method wasn't getting called,
and that's where I was setting the vertex attributes, so obviously
they weren't set.
2) trying to get the number of vertices (or normals) of an
osg::Geometry, I was using geometry->getVertexArray()->getDataSize()
but this doesn't return the right value, I needed to use
geometry->getVertexArray()->getNumElements() instead.
So now, that part works as expected, which is great. My vertex
attributes are properly usable in the vertex shader. I had never used
osg::Geometry objects directly like this so there were some things
that were unclear about their usage, but now I seem to have gotten the
hang of it.
Thanks again,
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
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