On 7.1.2014 22:12, Garrett Cope wrote:
I am using the VDSM implementation and passing in the 4 planes as found in 
assignTexGenSettings(...), but they seem to be different than what is actually 
found in the built-ins during shader execution. I am guessing there is some 
sort of modelview transformation happening, but having trouble with it.

Any ideas on how to recreate these planes for passing into the shader would be 
appreciated.

Hi Garrett,

If I remember correctly all the built-in gl_EyePlaneX planes are pre-multiplied with the inverse model-view matrix. Also, if you need projective texture fetch you will need to divide generated texure coordinate st with q component (tex_coord.st/tex_coord.q) or do the fetch with a textureXDProj sampler.


Robert Milharcic

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