Thank you, Solkar, you are so kind.
I downloaded your code from osg forum, and ran the application. I found what
really matters is the following two functions:
setUseModelViewAndProjectionUniforms, setUseVertexAttributeAliasing, and
osg_ModelViewMatrix in shader files.Am I right? But the problem still exists:
the position coordinate of the text node remains mag x000000, the same as my
original code.(I added following code into frag shader:
if (wPos.x < 2000000.0)
discard;
and could see the text flickering while changing eye position which indicates
that wPos is less than 2000000.0 periodically.
)
I want coords with mag 1000.0. Any ideas?
------------------
Failure is the mother of success.
Wu Zhicheng
------------------ Original ------------------
From: "Solkar Graphics";<[email protected]>;
Date: Wed, Jul 9, 2014 08:00 AM
To: "osg-users"<[email protected]>;
Subject: Re: [osg-users] how to get the real world coordinates(x, y,z) in
shader
I received that my last msg of Tue Jul 08, 2014 2:09 was too large for the
large mailing list to pass unmoderated, and indeed I would not not want to send
mails with a 0.6M attachment.
So @ttaw: the mentioned bugfix is an attachment of a post in the OSG forum.
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60217#60217
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