Am 11.10.2013 08:39, schrieb michael kapelko:
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
The types are not matching. I'm usually doing the same call. Basically
you cannot auto pass double matrix to float matrix uniforms.
Try to call it like this:
osg::Matrix MVPT = ( ... );
mStateSet->getOrCreateUniform("vmi", osg::Uniform::FLOAT_MAT4)->set(MVPT);
Also you are setting the matrix only once here. It should be updated in
a callback if your light position changes.
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]
<mailto:[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
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