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 ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel