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

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http://forum.openscenegraph.org/viewtopic.php?p=49235#49235





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