Brad,
I once had the same issue; calcuating my texgen matrix like this worked:

texGenMat =
    modelViewMat *
    projectionMat *
    osg::Matrix::translate(1, 1, 1) *
    osg::Matrix::scale(0.5, 0.5, 0.5);


Glenn Waldron / Pelican Mapping / @glennwaldron


On Wed, Sep 28, 2011 at 7:34 PM, Brad Colbert <bcolb...@rscusa.com> wrote:

> Hi Chris,
>
> Thanks!  I found that one too but it still doesn't help me figure out how
> to fix the coordinates so that my projected texture renders in the center of
> the projection frustum instead of the upper right quadrant.  It's strange
> and I can't figure it out.
>
> -B
>
>
> -----Original Message-----
> From: osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon'
> Hanson
> Sent: Wednesday, September 28, 2011 3:31 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] GLSL shaders and projective texturing
>
> On 9/27/2011 7:21 PM, Brad Colbert wrote:
> > I am closer!
>
>  Looks like the other example I have is FFP not GLSL. Here's a working GLSL
> implementation (not OSG) that should be relatively easy to feed with OSG
> uniforms and such:
>
> http://www.ozone3d.net/tutorials/glsl_texturing_p08.php#part_8
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
>  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
> Contracting.
>    "There is no Truth. There is only Perception. To Perceive is to Exist."
> - Xen
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