Manuel Massing wrote:
> Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
> I think the sorting problem stems from the osg idiosyncracy
> to store transposed matrices...so the intuitive
>
> osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);
>
> needs to be replaced with...
>
> osg::Vec4f p = vm.preMult(osg::Vec4f(_cloudsprites[i]->position.osg(),
> 1.0f);
>
> The patch also optimizes the distance calculation - it evaluates the
> distances
> in model space instead of eye space, which reduces computation to a dot-
> product instead of a matrix multiplication.
Great - I was wondering if my sorting was working properly. Obviously it wasn't!
Thank-you very much for taking the time to look at the problem and for the
patch.
I really appreciate you taking the time to correct my programming errors.
-Stuart
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