Hi,

there are a couple examples using vertex attributes in osgToy, see
compactdisc.osg and compactdisc-texcoord.osg at
http://osgtoy.cvs.sourceforge.net/osgtoy/osgtoy/osgtoy-data/
The former uses a GLSL generic attribute, the latter uses a predefined GLSL
texcoord.

those example only have a vertex shader, using the default fixed function
pipeline for the fragment processing.

cheers
-- mew



Wasileski, Bryan J. wrote:
> 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

-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/

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