Hi.
I've added rendering of the depth buffer of the scene to the depth texture
from the point of view of the main camera (not the light), but it's always
gray as seen here at the bottom left: http://youtu.be/qTHWE5_ZPXQ
It only changes to black when I'm almost at the end of the scene. And when
I'm behind it, it's gray again.

Here's my:
1) depth texture setup: http://goo.gl/plsc1U
2) RTT camera that writes to the depth texture: http://goo.gl/eYS6pC
3) display of the resulting depth texture: http://goo.gl/N5hUxb

What am I doing wrong?
Thanks.



2013/10/9 michael kapelko <[email protected]>

> Hi.
> Thanks a lot! I totally missed vec4 position when I tried to use only vec3
> one with osg_ViewMatrixInverse.
>
>
> 2013/10/8 Marcel Pursche <[email protected]>
>
>> Hi,
>>
>> I don't know if you already found the solution to your problem, but this
>> is how you can calculate the camera position in worldspace:
>>
>>
>> Code:
>>
>> vec4 cameraPos_wordspace = osg_ViewMatrixInverse * vec4(0.0, 0.0, 0.0,
>> 1.0);
>>
>>
>>
>>
>> The rotation and scale factors can be found in the first three rows and
>> columns of a matrix, so if you only want to compute a rotation and scale it
>> is sufficient to use a 3x3 matrix.
>> But to mathematically compute a translation of a vector you need to use a
>> 4x4 matrix. The vector needs to be expanded to the 4th dimension, as-well
>> to make it compatible with the matrix for multiplication.
>>
>> Here is how it works:
>>
>>
>> Code:
>>
>> M * v = v'
>> <==>
>> 1 0 0 tx * x = 1*x + 0*y + 0*z + tx * 1
>> 0 1 0 ty * y = 0*x + 1*y + 0*z + ty * 1
>> 0 0 1 tz * z = 0*x + 0*y + 1*z + tz * 1
>> 0 0 0 1 * 1 = 0*x + 0*y + 0*z + 1*1
>>
>>
>>
>> (These are the rows of a matrix not individual equations, I wasn't able
>> to format it in a good way, sorry)
>>
>> no if we simplify this we get:
>>
>> Code:
>>
>>   x+tx
>> = y+ty
>>   z+tz
>>   1
>>
>>
>>
>>
>> As we can see it all boils down to adding an offset the the original
>> vector. For the rest of your computations you can just ignore the w
>> component of the vector.
>> I hope I was able to shed some light on the dark ;)
>> Thank you!
>>
>> Cheers,
>> Marcel
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=56677#56677
>>
>>
>>
>>
>>
>> _______________________________________________
>> osg-users mailing list
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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