Hi Wojtek,

thanks for your reply.
I have instantly studied the orange book. According to the book I have to use 
something like:
   vec4 tmp = gl_ModelViewMatrix * gl_Vertex;
   ShadowTexcoord.s = dot(tmp, gl_EyePlaneS[1]);
   ShadowTexcoord.t = dot(tmp, gl_EyePlaneT[1]);
   ShadowTexcoord.p = dot(tmp, gl_EyePlaneR[1]);
   ShadowTexcoord.q = dot(tmp, gl_EyePlaneQ[1]);

But unfortunately this kills performance inacceptably and also rendering of my 
scene is not stable (flickering). Shadow appear as expected.

On Monday 13 September 2010 13:51:02 Wojciech Lewandowski wrote:
> Hi Werener,
> 
> See VertexShader in StandardShadowMap. OpenGL Shading Languege (Orange
> Book) contains a chapter on emulating fixed pipeline. And you may also try
> to use 3DLabs ShaderGen.
> 
> Wojtek Lewandowski
> 
> --------------------------------------------------
> From: "Werner Modenbach" <[email protected]>
> Sent: Monday, September 13, 2010 12:00 PM
> To: <[email protected]>
> Subject: [osg-users] Texture coordinate calculation in vertex shader
> 
> > Hi everybody!
> > 
> > I'm using osgShadow::ShadowMap on my scene.
> > Also I have written my own vertex and fragment shaders.
> > When coming to apply the shadow effect in the fragment shader I have to
> > access
> > the shadow map.
> > The original shader uses just
> > shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] )
> > to access the texture. Obviously  gl_TexCoord[1] is calculated by the
> > standard
> > gl pipeline shader.
> > Any quick hint, how I have to do the calculation in my vertex shader?
> > 
> > Many thanks in advance
> > 
> > - Werner -
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
> _______________________________________________
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