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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