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
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users