On 1/19/2011 10:13 AM, Rob Radtke wrote:
Back to the original poster, then... Does this eliminate a need for a
transpose() function in the Matrix class?
I'm not 100% sure. My primary motivation for the transpose() function was to
compute a normal matrix (so it could be passed to glsl as an osg uniform:
osg_NormalViewMatrix).
Ah. I see. You don't want to do the math on the host, you want to do it in the
shader. You could swap the multiplication order to get the transpose, but you'd
still need to invert the model-view matrix, which you probably don't want to do
per vertex.
-Paul
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