Hello Erik,

Erik Podetti wrote:
> Thanx for the hints.
> I  want the model view matrix, i.e. the combination of an object's
> model matrix and the camera's view matrix:   for example the same that 
> you use in a Vertex Shader  to transform the gl_Vertex in eye coordinates...

ok.

> I tried with mgr->getCamera()->getViewing(..) and pass it through a 
> uniform but probably I still miss something because It gives me a flat 
> shading instead of the result I expected..

can you give a more detailed explanation of the steps in your algorithm 
(what you render with the respective shaders and store into textures) ?
I'm not sure I fully understand what the matrices should be when you 
render the Foreground for example.

        Thanks,
                Carsten


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