Stuart Buchanan a écrit :
> Hi All,
>
> Just a quick note to mention that I've now implemented random tree height, and
> multiple textures as suggested by Curt. Screenshot here:
>
> http://www.nanjika.co.uk/flightgear/forest2.jpg
>
> Still some work to be done, but it is looking more realistic.
>   

Impressive

> Tim - I've been cleaning up my code a bit, so unless you've already started, 
> I'd
> hold off trying to kick my previous patch into shape for CVS. I should have a 
> new
> patch fairly soon.
>
> Two other questions for Tim, or anyone else familiar with OSG/OpenGL:
>
> 1) For the diffuse lighting, presumably I should calculate the normal when
> creating the geometry, and it will appear as gl_Normal in the shader right?
>   

According to the orange book, yes
> 2) I've been finding it impossible to work out how to pass in generic 
> attributes
> into the shader. I've managed to bind an attribute to a location using
> program->addBindAttribLocation("textureIndex", 1); but I can't seem to set the
> attribute afterwards. I should be able to use glVertexAttrib... functions, but
> they don't compile on Visual Studio. Any ideas ?
>   

Why not using osg::Geometry::setVertexAttribArray instead of raw gl
functions ? Standard OpenGL under windows is 1.1. Extensions have to be
loaded manually. OSG should do it for you.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/    FlightGear Scenery Designer


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