I have actually tried it now, but it made no difference :-(
-Thorsten Am 01.12.2010 19:22, schrieb Tim Moore:
Have you set the data variance of the Uniform object -- and the containing StateSet object -- to Object::DYNAMIC? Tim On Wed, Dec 1, 2010 at 7:15 PM, Thorsten Roth <thorsten.r...@alsvartr.de <mailto:thorsten.r...@alsvartr.de>> wrote: Hi, I currently have a problem with a shader update callback I do not understand. I have a vertex and fragment shader which calculate linear depth in [0,1] for me, also respecting dynamic clipping planes. To achieve this, I pass zNear and zFar as uniform parameters to the shader. To have them updated, I have the following callback methods (zFar is looking accordingly): class UpdateShaderZNear: public osg::Uniform::Callback { public: virtual void operator()(osg::Uniform* uniform, osg::NodeVisitor* nv) { double x, zNear; viewer->getCamera()->getProjectionMatrixAsPerspective(x,x,zNear,x); uniform->set((float)zFar); } }; Now when I move my camera towards and away from the object, it seems like the shader update is one frame (or so) "too late", as I get values that do not correspond to the [0,1]-normalization and the problem disappears as soon as the camera stops. Is there any reason for that/does anyone have an idea what I'm doing wrong? If more information or code is necessary, just tell me :-) -Thorsten _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org <mailto:osg-users@lists.openscenegraph.org> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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