osgShadow::StandardShadowMap has a straightforward GLSL implementation
of standard OpenGL lighting.

On 6/23/2011 1:24 PM, Jeremy Moles wrote:
> 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!
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


-- 
Peter Amstutz
Senior Software Engineer
Technology Solutions Experts
Natick, MA
02131

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