I'm not sure you can ATM. It doesn't look that way.

If you can use the 3x3 part of a 4x4 in your shader that might be a 
workaround? Or send the matrix as 3 vec3fs and assemble them in the shader?

I agree it should be possible though, but that requires patching things 
a bit.

Cheers,
/Marcus

Erik Podetti wrote:
> 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] 
> <mailto:[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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