Hi Marlin, It can be done, but I strongly recommend that you don't go transforming vertex or normal data into world coordinates in the shader. I know there are some published algorithms that do this but it's a really bad practice and you shouldn't follow it as precision issues on only proper dataset will cause mayhem - the do the cals in world coordinates only for datasets with a local origin, it's just a mess for any real-word datasets.
Cheers, Robert. On Wed, 11 Jul 2018 at 14:17, Rowley, Marlin R <marlin.r.row...@lmco.com> wrote: > I have a world space vertex computed as follows: > > > > WorldVertex = osg_ViewMatrixInverse * gl_ModelViewMatrix * aVertex; > > > > I would like to get the world space normal from this vertex. Is there an > equivalent osg_* matrix that does the same thing? > > > > I tried this: > > > > NormalWorld = gl_NormalMatrix * gl_Normal; > > > > But I know that is only putting the normal in view space. > > > > ---------------------------------------- > > Marlin Rowley > > Software Engineer, Staff > > [image: cid:image002.jpg@01D39374.DEC5A2E0] > > *Missiles and Fire Control* > > 972-603-1931 (office) > > 214-926-0622 (mobile) > > marlin.r.row...@lmco.com > > > _______________________________________________ > osg-users mailing list > firstname.lastname@example.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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