Hello,
yesterday i wrote a glsl displacement shader:
uniform sampler2D displMap;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 tex = texture2D(displMap, gl_TexCoord[0].st);
float displ = 0.3 * tex.r + 0.59 * tex.g + 0.11 * tex.b;
vec4 vertex = vec4(gl_Normal * displ * 5.0 , 0.0) + gl_Vertex;
gl_Position = gl_ModelViewProjectionMatrix * vertex;
}
Now my problem is the clipping. When I start the application and I turn
around the objekt the displaced vertices and faces disappear. It seems
to me that the vertices clipped in the front of the near plane.
Is the displacement of the vertices a problem relating to the clipping
planes?
Cheers
Martin
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