hybr wrote: > Hi > if you dont need camera view matrix in shaders (i believe you need only > projection matrix for your task): > you can place this geode under matrix transform with reference frame set to > ABSOLUTE_RF, and position it somewhere in front of camera with identity view > matrix, this should solve culling issues. > or you can even add ortho projection here and pass camera projection matrix > via uniform for calculations in shader. >
I need gl_ModelViewMatrix and gl_ProjectionMatrix. Not sure what you mean by "camera view matrix". But I could probably reroute these from the camera to the shaders in a node fixed to the front of the camera, as you said. Thanks for the tip! Tony ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53764#53764 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

