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Thanks for the feedback.<br>
<br>
Cheers<br>
Raymond
<p><br>
</p>
<br>
<div class="moz-cite-prefix">On 23-5-2017 10:44, Bruno Oliveira
wrote:<br>
</div>
<blockquote
cite="mid:CAO-SbSuiA-G_mi9bbgXRr6wK6+2Q-XxUb13K7tFfQZhJGKutFg@mail.gmail.com"
type="cite">
<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 moz-do-not-send="true"
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>
</div>
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