<div dir="ltr"><div>I found out what my problem was. Since I was adding to vectors, I needed to set vec.w = 1;<br><br></div>Thanks anyway!<br></div><div class="gmail_extra"><br><div class="gmail_quote">2017-05-22 20:31 GMT+01:00 Raymond de Vries <span dir="ltr"><<a href="mailto:reedev@xs4all.nl" target="_blank">reedev@xs4all.nl</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
Hi Bruno,<br>
<br>
Can you provide more information about your setup? Platform, gfx
card, osg version, etc. Have you seen and tried the osg example
osgdrawinstanced? Writing "not working" is probably too little info
for people to help you ;-)<br>
<br>
Cheers,<br>
Raymond<div><div class="h5"><br>
<br>
<br>
<br>
<div class="m_6652820044422372515moz-cite-prefix">On 5/22/2017 8:17 PM, Bruno Oliveira
wrote:<br>
</div>
</div></div><blockquote type="cite"><div><div class="h5">
<div dir="ltr">
<div>
<div>
<div>Hi,<br>
<br>
<br>
</div>
I want to render several simple quads ( a simple rectangle).
I pass the quad centers via a 2D texture, and try to render
them with the following vertex shader:<br>
<br>
<br>
<br>
"#version 120\n"<br>
"#extension GL_EXT_draw_instanced : enable\n"<br>
"\n"<br>
"uniform sampler2D texVert;\n"<br>
"uniform sampler2D texColor;\n"<br>
"uniform float texSize;\n"<br>
"\n"<br>
"void main() {\n"<br>
"\n"<br>
" float row = float(gl_InstanceID) /
texSize;\n"<br>
"\n"<br>
" vec2 uv = vec2(fract(row), floor(row) /
texSize);\n"<br>
" vec4 vert = gl_Vertex + texture2D(texVert,
uv);\n"<br>
"\n"<br>
" gl_Position = gl_ModelViewProjectionMatrix *
vert;\n"<br>
"\n"<br>
"}\n"<br>
<br>
<br>
<br>
</div>
<b>This is my code for creating 1000 quads:</b><br>
<br>
this->setUseDisplayList(false)<wbr>,<br>
this-><wbr>setUseVertexBufferObjects(<wbr>true);<br>
<br>
// Build Geometry<br>
// Simple Quad<br>
osg::ref_ptr<osg::Vec3Array> vertices = new
osg::Vec3Array(4);<br>
(*vertices)[0].set(-500, -500, 0.f );<br>
(*vertices)[1].set( 500, -500, 0.f );<br>
(*vertices)[2].set( 500, 500, 0.f );<br>
(*vertices)[3].set(-500, 500, 0.f );<br>
<br>
this->setUseDisplayList(false)<wbr>;<br>
this-><wbr>setUseVertexBufferObjects(<wbr>true);<br>
this->setVertexArray(vertices.<wbr>get());<br>
this->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4,
1000));<br>
<br>
<br>
</div>
<b>IMPORTANT NOTE</b>: <b>If I use simple GL_POINTS, my code
works fine and renders correclty 1000 points:<br>
</b><br>
<br>
osg::ref_ptr<osg::Vec3Array> vertices = new
osg::Vec3Array(1);<br>
(*vertices)[0].set(0, 0, 0.f );<br>
<br>
this->setVertexArray(vertices)<wbr>;<br>
<br>
this->addPrimitiveSet( new osg::DrawArrays(GL_POINTS, 0,
1, 1000) );<br>
<br>
<br>
</div>
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