Hello Carsten,

Thanks a lot! this is exactly what I needed!! :)

best regards,
Victor


On Tue, Nov 4, 2014 at 6:30 PM, Carsten Neumann <carsten.p.neum...@gmail.com
> wrote:

>         Hello Victor,
>
> On 11/04/2014 06:17 PM, Victor Haefner wrote:
> > the gl_ProjectionMatrix allows me to compute the up and right vector in
> > view coordinates.
> > vec4 right = gl_ProjectionMatrix*vec4(1,0,0);
> > vec4 up = gl_ProjectionMatrix*vec4(0,1,0);
> > I can use those vectors to create a nice quad in the geometry shader.
> > The problem is when using head tracking (OSGProjectionCameraDecorator).
> > The orientation of the head messes with the gl_ProjectionMatrix, and
> > thus with the shape of my quad.
> > I essentially just need the aspect ratio of the viewport in my shader.
> > Passing it as a variable is not possible (I think?) because I have a
> > cluster environment, multiple viewports, with different aspect ratios...
>
> you can use one of the 'magic' OpenSG variables:
> uniform vec2 OSGViewportSize;
>
> see Source/State/Shader/Variables/OSGShaderVariableOSG.{h,cpp} and
> ShaderProgram::addOSGVariable()
>
>         Cheers,
>                 Carsten
>
>
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