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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