I've corrected camera position and now it looks better:
http://youtu.be/9LUOO9VfFTc with more highlights.
Again, thanks for the help.


2013/10/7 michael kapelko <[email protected]>

> I think this produces (0, 0, 0) too... So turns out camera is always at
> (0, 0, 0) in every space?
> Or I can't really invert (0, 0, 0) vector?
>
>
> 2013/10/7 michael kapelko <[email protected]>
>
>> I've changed it to:
>>
>> vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);
>>
>> I hope that's correct now.
>>
>>
>> 2013/10/7 Marcel Pursche <[email protected]>
>>
>>> Hi,
>>>
>>> your right, this part of the shader code is wrong. This direction needs
>>> to be calculated:
>>>
>>> Code:
>>>
>>> posDir_worldspace = normalized(camera_worldspace-p_worldspace);
>>>
>>>
>>>
>>> The way it is done in the shader only works for viewspace positions, as
>>> the camera position is always 0,0,0 in viewspace coordinates.
>>> Everything else should be ok as it is transformed to world space in the
>>> first pass.
>>>
>>>
>>> Thank you!
>>>
>>> Cheers,
>>> Marcel[/code]
>>>
>>> ------------------
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=56653#56653
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> osg-users mailing list
>>> [email protected]
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>
>>
>
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