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
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