I'm looking to collect some sample code from OSG users (if this code is
shareable) for some basic lighting examples done purely in GLSL. If
anyone is willing to share this (I can certainly adapt it, so there's no
need to modify it), I'd be grateful.
What I'm looking for mainly is how lighting code from source like the
Orange Book are different/adapted to OSG. I've begun to compile OSG
without support for the FFP, and I'm trying to work up a basic default
set of shaders to emulate the FFP functionality.
I'm very close, but I'm having trouble figuring out how exactly to
caclulate the eye coordinate in my vertex shader when using osgViewer.
Right now I'm using:
eyePos = vec3(osg_ModelViewMatrix * gl_Vertex);
...but this starts to fall out of whack as I use the standard
TracballManipulator. It works, of course, when in the home() position
(and with a new ViewMatrix for the default camera with Y-up).
Thanks!
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