Hi, I am converting a project written in pure opengl to use OSG to improve compatibility and reduce maintenance. The original project used a deferred rendering pipeline with a pretty big set of custom shaders. I would like to reuse these shaders with minimum adjustments.
In order to do this I want to use the same uniform names and the same layout for the VAO. I figured out that I can add callbacks to set the ModelView / Projection / etc matrices to uniforms with the same names as used in in the shaders, so that is taken care of. I do however not know how to specify the vertex attribute layout. My shaders all start with the following: #version 330 core //so can't use gl_Normal etc layout(location = 0) in vec3 position layout(location = 1) in vec3 normal layout(location = 2) in vec2 texCoords layout(location = .... I'm currently just using osgDB::readNodeFile() to read in the geometry and I'm assuming I need to do something more sophisticated to control how the vertex attributes are organized, but have been unable to figure out what. If anyone could point me in the right direction, that would be most helpful! Thank you! Cheers, antiro ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71584#71584 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org