Hi Shayne,

The coordinate system produced by VPB is a standard geocentric one, like you
described.  The actual vertex positions of the terrain tiles are centered
around a local origin and positioned using a MatrixTransform.  I'm not a
shader expert, but I think that the gl_vertex.xyz is actual value that is
stored in the vertex.  To get the actual world space coordinates of the
vert, you'll need to transform it by the modelview matrix.

Thanks!

Jason


On Thu, Apr 9, 2009 at 7:26 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[email protected]> wrote:

>  Can anyone tell me what space the terrain vertexes (x,y,z) live in for a
> database built using VPB with the --geocentric option set?
>
>
>
> I would have thought that the (x,y,z) for each vertex would be the
> Cartesian coordinates with the center of the ellipsoid (earth) being the
> origin. The reason for my question is when I reference the gl_Vertex.xyz
> coordinates in my vertex shader, this doesn’t appear to be the case.
>
>
>
> Hopefully my inquiry makes sense here. My apologies if it doesn’t…
>
>
>
> Any enlightenment on this would be most welcome…
>
>
>
> Thanks,
>
> -Shayne
>
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