<div dir="ltr">HI Chris,<br><div class="gmail_extra"><br><div class="gmail_quote">On 10 August 2017 at 02:11, Chris Kuliukas <span dir="ltr"><<a href="mailto:chris@kuliukas.com" target="_blank">chris@kuliukas.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">The problem is whenever I try to use<br>
<span class=""> gc->getState()-><wbr>setUseModelViewAndProjectionUn<wbr>iforms(true);<br>
gc->getState()-><wbr>setUseVertexAttributeAliasing(<wbr>true);<br>
</span>it always seems to screw up something, like the precipitation or particle effects.<br></blockquote><div><br></div><div>This sounds like a bug somewhere. Could you be specific so we can see if we can reproduce the problem and then hunt down and resolve it.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
I figure if there is a way I can set the projection matrices etc to new variables, instead of overwriting existing gl_whatever variables in shaders, then I can supply my shaders with the data they need without affecting anything else.<br></blockquote><div><br></div><div>There is currently a transition between old fixed function, early GLSL and new GLSL, the introduction of the attribute and built uniform aliasing is part of this transition. The OSG has to go wholly over to supporting the new GLSL standards so the osg_ uniforms is the way forward.<br><br></div><div>What specifically is at issue for you is not possible to say as we really don't have enough to go on, attempting to allow local workarounds for the problems you are seeing isn't a good long term solution for you or for us (the more non standard stuff you do locally the less able we are to support you,)<br><br></div><div>Robert.<br></div><div><br><br></div><div> </div></div></div></div>