guilianzhang wrote: > Hello Mike and Paul, > I can easily get the point transformation matrix in this way: > >> mat4 ToWorldMatrix = osg_ViewMatrixInverse* gl_ModelViewMatrix; > >> WorldPos= ToWorldMatrix * gl_Vertex; > How can I get the inverse transpose of the ToWorldMatrix and set its > translation part to zero? There seems to be no inverse and transpose > funtions in glsl.
Looks like this solution is in response to my question to Mike. I wasn't suggesting that this is how you solve your problem. Mike's original reply might be better: "You'll need to generate a new normal matrix, which is defined as the upper-left mat3 of the inverse transpose of the transformation matrix." Although I can't help you with implementing that as I don't know any GLSL ;-) Paul _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

