Hi, Felix

I dont know for sure what matrix get returned from state, but if you get 
view\projection matrix from camera (or , for projection matrix - from 
osg::Projection) - it works perfectly fine, at least for me.

Cheers,
Sergey.

11.08.2012, 02:52, "Felix Meißgeier" <[email protected]>:
> 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
>
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