I'm on the right way I think....How can I pass a 3x3 Matrix to the shader by
setUniformParameter....in the shader the parameter is a mat3 but Opensg only
create Matrix as 4x4..
2008/12/1 Carsten Neumann <[EMAIL PROTECTED]>
> Hello Erik,
>
> Erik Podetti wrote:
> > Hi everybody.
> > I would like to know if it would be possible to extract or save in any
> > way the precomputed gl_NormalMatrix matrix from a shader. As I'm
> > implementig a deferred shader I saved normals in world coordinate and I
> > need to transform them in eye-space (mgr->camera point of view) inside a
> > PolygonForeground shader (where the gl_NormalMatrix is obviously
> > incoherent).
>
>
> as Marcus already said, the gl_NormalMatrix is the transpose of the
> inverse of the gl_ModelViewMatrix. It transforms normals from object to
> eye space. You are saying that you store normals in world coordinates,
> so what you need is the inverse transpose of the viewing matrix, to
> transform the normals into eye space.
> You get the viewing matrix from Camera::getViewing().
>
> Hope it helps,
> Carsten
>
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