Hey, i've got a problem passing modelview-matrix as uniform to a vertexshader. I want to realize a object-motion-blur-effect and so I need the previous-mv-matrix. More precisely I guess (not to say I'm sure) that my passed matrix doesn't work. I read about some difference between the orientations of the opengl- and osg-coordinate system. Could this be a reason, why the fixed-builtin-uniforms gl_ProjectionMatrix, gl_ModelViewMatrix,... work perfectly and my matrix doesn't?? For testing purpose I created a simple shader which bypasses the clipcoords of a vertex to fragmentshader (gl_Position) and sets gl_FragColor to white (using my own projection-matrix). The computation "gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex" worked fine, but "gl_Position = myownprojmat * gl_ModelViewMatrix * gl_Vertex" failed. I tried different ways to generate the proj-matrix. I got it from my (pre-render-) camera which is the parent of my scene-root and I tried
Code: osgViewer::Viewer::Contexts contexts; _viewer->getContexts(contexts); pmatrix=contexts[0]->getState()->getProjectionMatrix(); During my tests passing the modelview-matrix I used the view-matrix of the parental-camera and the computelocaltoworld(osg::Nodepath)-function... Maybe anybody has an idea where I've got the mistake or has a tip how to implement this. Thank you! Cheers, Felix ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49235#49235 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

