Hi Sergey

> Instead of relying on matrix that you get from osg camera, you can use 
> gl_ProjectionMatrix in shaders which is guaranteed to be current projection 
> matrix, this uniform contains all values you need to get linear depth from 
> 0..1 postperspective depth which i belive can be calculated as: 
> 
> float linear_depth = post_perspective_depth * 
> (-gl_ProjectionMatrix[3].z/(post_perspective_depth * (-2.0) + 1.0 - 
> gl_ProjectionMatrix[2].z)) 
> 
> where post_perspective_depth is depth in 0..1 range (i think you can use 
> there gl_FragCoord.z) 


This puts a completely different spin on things.  I've been fiddling around 
with OSG depth buffers, textures, cameras etc. to extract the depth data. But 
presumably I can do all this in the shaders straight from the normal scene 
view.  Is this what you're saying?  


John

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http://forum.openscenegraph.org/viewtopic.php?p=35844#35844





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