Hi Robert,
> Using a light source that is fixed in the world coordinates, or one
> that is not directional i.e. a positional light source that is placed
> at the eye point resolves the shading problem.
Well, yes, that resolves that specific problem. But what if I was using
view-dependent shadow mapping, or reflection mapping (as I said with the
cow example), or other similar view-dependent effects... We'll see the
same problem, and the techniques are by definition view-dependent so
switching to a world space effect is not an option.
That's why I'm looking to put the main camera's view matrix in a
uniform, and then using it in the shader.
Thanks,
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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