Hi,
To make phong shading using shaders(in GLSL), I have to pass the the light
position to the vertex shader, But the position of the vertex will be in
eyespace (after multiplication with the ModelView matrix). So I need the light
position in eye-space as well. Which is the best way of
by adding a
osg::LightSource, and the LightSource node then is added to the scene graph,
Must I add LightSources for each object to set its own light parameters? Is
there any better method?
Thanks very much!
guilianzhang
2008-08-28
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be
destroyed instantly?
If the texture will be destroyed, how can I save the data of MRT to images for
I will use these data every frame in the later pass?
Are there any method that make the MRT data avoid being destroyed instead of
copy those data to images?
Thanks very much!
guilianzhang
2008-07-03
not the world position of the vertex.
Any informations about this will be appreciated.
Thanks very much for your help!
guilianzhang
2008-07-01
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in the form of gl_ModelViewMatrix.
Thanks very much!
guilianzhang
2008-06-29
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don't know this problem has relationship with what and how to solve this
problem, any suggestions would be appreciated.
Thanks.
guilianzhang
2008-06-02
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to be no inverse and transpose funtions
in glsl.
Thank you very much!
guilianzhang
2008-05-28
发件人: Mike Weiblen
发送时间: 2008-05-28 01:36:52
收件人: OpenSceneGraph Users
抄送:
主题: Re: [osg-users] Getting world space normal
Well, not so much a requirement as OpenGL convention.
GL defines a normal
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