Hi

If you need to get same result as opengl FFP, you should add following line in 
your vertex shader: gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
IIRC you need #version 120 to use this. Then all clip planes enabled via 
glEnable would work with shaders

07.12.2011, 22:36, "Dave Jones" <[email protected]>:
> Hi,
>
> I have some code that uses osg::ClipPlane to clip a hierarchy of meshes. All 
> I do is create some plane equations relative to the root node's transform and 
> set the planes as attributes that affect the entire tree.
>
> This works pretty well. When I look at the output in gDEBugger, I can see 
> that the clip equations are invoked after glLoadMatrix is called on the root 
> transform. glEnable is called on the clip planes before any of the geometry 
> in the hierarchy is drawn.
>
> Currently, I need to port this functionality to a vertex shader for a 
> project. Clipping in a shader is pretty straightforward, but I'm getting a 
> little tripped up on what transformation space the clip planes should be in 
> and how to transfer that to the vertex shader.
>
> According to the glClipPlane docs, the plane equations are transformed to 
> view space. In my shader, I'm passing the plane equations in as uniforms. For 
> this to work on all vertices, I need to ensure that the clip plane equations 
> have been transformed by the inverse transpose of the model view matrix. The 
> only way that I can think of doing that is creating a uniform update callback 
> which always updates the plane equations based on the camera's current model 
> view matrix.
>
> This seems a little clunky to me, but I wasn't sure how else to do it. Is 
> there a simpler way that I'm overlooking? This fixed function pipeline model 
> was convenient since it did a lot of this work for me, but it seems like I 
> have to do on my own if I go the programmable pipeline route. Is this a 
> correct assessment?
>
> Thanks! And sorry if this is a bit long-winded.
>
> -Dave
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=44278#44278
>
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