Hi,
This problem has confused me for a long time, I have made a lot of effort to 
get the matrix which translate the vertex from local coordinate to world space 
coordinate in osg, however, the result seems that the matirx I get from 
MatrixTransform does not work in glsl.

Though it seems that I can get the world position of the vertex through 
osg_ViewMatrixInverse combined with gl_ModelViewMatrix, but I think it is not 
advisable for there are so much instructions for vertex shader.

I build the indoor scene using osg2.4. Each object added to the scene is added 
to a MatrixTransform(mt) node which containing all the information of 
translation,rotation and so on, this MatrixTransform node is then added to the 
root. I send the matrix(ModelWorld = mt->getMatrix()) to the vertex shader to 
get the world position of the vertex, but the result of gl_Vertex * ModelWorld 
in glsl seems not the world position of the vertex.

Any informations about this will be appreciated.
Thanks very much for your help!



guilianzhang
2008-07-01
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