Hi, After a long time here's our answer:
Code: vec4 pos=ftransform(); vec3 ecPosition3 = pos.xyz / pos.w; vec4 ecPosition=vec4(ecPosition3,1); gl_TexCoord[1].s = dot( ecPosition, gl_EyePlaneS[1] ); gl_TexCoord[1].t = dot( ecPosition, gl_EyePlaneT[1] ); gl_TexCoord[1].p = dot( ecPosition, gl_EyePlaneR[1] ); gl_TexCoord[1].q = dot( ecPosition, gl_EyePlaneQ[1] ); cf osgShadow/StandardShadowMap.cpp Cheers, Julien ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64965#64965 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

