Hi Mathieu,
Good ;-). 

Regarding your question, I am no sure what can be an issue now. Maybe if I saw 
your shader it could be simpler ;-) 

I will try to guess then.

If you use vertex shader then you need to replicate texgen computations. Once 
again I recommend "Emulating OpenGL functionality" from OpenGL Shading Language 
book.  This is an excerpt replicating texgen in vertex shader:
 
vec4 ecPosition  = gl_ModelViewMatrix * gl_Vertex;

gl_TexCoord[i].s = dot(ecPosition, gl_EyePlaneS[i]);
gl_TexCoord[i].t = dot(ecPosition, gl_EyePlaneT[i]);
gl_TexCoord[i].p = dot(ecPosition, gl_EyePlaneR[i]);
gl_TexCoord[i].q = dot(ecPosition, gl_EyePlaneQ[i]);

But if you only use fragment shader then maybe the reason is that you use 
uniform texture2D function but need to use projective texturing ie 
texture2DProj:

vec4 tex =  texture2DProj( depthTexture, gl_TexCoord[i] );



I am leaving for one week. I hope it helps. If not maybe others on this forum 
will offer some assistance.

Cheers,
Wojtek

  ----- Original Message ----- 
  From: Mathieu Schoutteten 
  To: OpenSceneGraph Users 
  Sent: Friday, June 13, 2008 5:42 PM
  Subject: Re: [osg-users] [Depth Buffer rendering]


  In fact i've got a new problem (perhaps it's normal), the transformations 
applied with texgen are not take into account when i use my shader. Do you have 
any idea of how to proceed ? I attach a screen capture of my problem.
  Thanks


  On Fri, Jun 13, 2008 at 4:53 PM, Mathieu Schoutteten <[EMAIL PROTECTED]> 
wrote:

    Hi Wojtek,
    it works ! thanks a lot for your precious answear.
    For those who will be interrested, i'll post later the complete source code 
with corrections.





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