Hi. Thanks for the info. I'm now using shaders to process depth: 1) vertex: http://goo.gl/G9ehmB 2) fragment: http://goo.gl/bAutb1 As you see, I'm trying to output depth texture in world space using 'vmi' (view matrix inverse) which I apply later in the 2nd pass. vmi setup: http://goo.gl/n3A84N However, when I start the program, it prints 2 errors: 1) Cannot assign between Uniform types dmat4 or mat4 and int at: uniform->set(osg::Matrix::inverse(pass1LightDepthSRTTCamera->getViewMatrix())); call 2) Warning: detected OpenGL error 'invalid operation' at After Renderer::compile at: mat4 modelMatrix = vmi * gl_ModelViewMatrix;
I took the uniform setup code from osgUtil::SceneView: http://goo.gl/6OvdLr So I really don't understand what I'm doing wrong. Any help? Thanks. 2013/10/10 Marcel Pursche <[email protected]> > Hi, > > your other buffers use the rectangle format. This texture format can be > accesed with unormalized coordinates [0, texturesize]. Regular 2D textures > need to be accessed with normalized texture coordinates [0, 1]. > > Thank you! > > Cheers, > Marcel > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=56731#56731 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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