Hello,

I try "projective texturing" and I didn't use the TexGen. Also I use a
shader. And in the vertex shader I do this:

gl_TexCoord[1] = ( projMat * viewMat * gl_Vertex );
gl_TexCoord[1].s = gl_TexCoord[1].s / gl_TexCoord[1].q / 2 + 0.5;
gl_TexCoord[1].t = gl_TexCoord[1].t / gl_TexCoord[1].q / 2 + 0.5;

The projMat is the projection matrix of my "projector" and the viewMat
is the transformation in the coordinate system of the projector.

In my test scene I have a plane with a width and height of 10 and the
center is in (0,0,0). And I have the projector in (0,0,2) with the up
vector (0,1,0) and the target point (0,0,0). It looks fine, but when I
rotate the projector, the result is irreproducible.

I think the problem is the s/q and t/q. Have everyone a idea? What is my
mistake?

Cheers,

Martin

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