Thanks for the help, What I'm going to need is per geometry (e.g., osgGeometry::BIND_OVERALL), the shader attribute values will be the same for each Geode (e.g., model part). I just can't find any examples of the best way to do the binding and update the values each frame. I can probably figure something out, but I'm looking for "the trail already blazed."
Thanks, Bob -----Original Message----- From: Thrall, Bryan [mailto:bryan.thr...@flightsafety.com] Sent: Wednesday, July 08, 2009 4:05 PM To: OpenSceneGraph Users Subject: Re: [osg-users] how to set per vertext attributes using osg Bob Youmans wrote on Wednesday, July 08, 2009 3:51 PM: > Hi all, I'm trying to figure out the best method to pass per vertex > "attributes" to shaders using osg and I can't seem to find many examples of > attribute use. My guess is there's a reason for that and I should probably > code up a uniform array of some kind instead. I need to pass "thickness" as > an "attribute" and that varies with the geometry / osg::Geode. I've studied > the osg::Drawable and its attribute types, and the osg::Program and its > addBindAttribLocation, but I can't find any examples of the callback or other > mechanism to actually get the data set into the attributes from the > scenegraph. I must be missing something, and I'm really new at this shader > stuff. Can anybody point me in the right direction? Should I not try to use > shader attributes, but instead use a uniform array and look up my data in > there? If I do use shader attributes, where's an example? Using a normal array is unlikely to allow a big enough array for all your vertices :) See osg::Geometry::setVertexAttribArray(), setVertexAttribBinding(), etc. It doesn't look like there are any examples for using vertex attributes, though. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org