Hi all, I'm looking for some advice on implementing a vertex shader for surface geometry being creating in OSG. I have a surface consisting of triangular strips (and other primitives) which are created using arrays of vertices and indices. For each vertex, I'd like to assign an attribute which I can access within the shader. Normally, this is done by creating and assigning the vertex attribute between the glBegin() / glEnd() for each vertex in the geometry. Since OSG abstracts away the glBegin, glEnd, etc., how do I define the attributes of the vertices? Modify the source? Straight OpenGL? Thanks in advance. Bryan
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