Hi Robert,

> The main cameras view matrix could be added as an extra uniform, the
> main cameras projection matrix too?

That's what I'm doing, with the code I posted at the beginning of the 
thread, but it doesn't work, and I was wondering if I could get some 
help from someone who would have done the same thing in the past.

> However. one will have to careful about all of this, if you need
> something to be the same across all cameras then it really needs to be
> in world coordinates, this way all cameras will get the same value for
> it, so if you are getting problem perhaps it suggests that something
> else needs to be tweaked along the way w.r.t the algorithm.  This is
> in effect what I was talking about when suggest the use of position
> lighting source rather than a directional one.

Do this:

osgdistortion --dome cow.osg

Move the cow until it overlaps the junction of two slave cameras. You'll 
see that the geometry matches, but the reflection mapping has a break in 
it.

This is caused by the fact that the reflection mapping uses texture 
coordinates generated in EYE_LINEAR mode, and each slave camera has a 
different view matrix offset, and so the texture coordinates don't match.

The solution to that would be to use the master camera's view matrix to 
compute the texture coordinates instead of each slave's view matrix. 
That's what I'm trying to do.

I can't switch to using a world-space algorithm. The algorithm is by 
definition eye-space (same with reflection mapping, it depends on the 
reflected view vector, therefore on the eye position).

J-S
-- 
______________________________________________________
Jean-Sebastien Guay    [EMAIL PROTECTED]
                                http://www.cm-labs.com/
                         http://whitestar02.webhop.org/
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