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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