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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