Hi,

Just curious, you're already using GLSL, why bother at all with texgen suff?
texgen is so GL 1.x ;-)

-- mew


Botorabi wrote:
> hi,
> 
> i could fix the problem with eye-space transformation. i multiply the tex gen 
> matrix by camera's inverse modelview matrix in every frame, now the shadows 
> work also for transformed nodes. to be honest, i don't know why this 
> multiplication is needed!? it seems that in older nvidia drivers the built-in 
> eye linear planes were already multiplied with that inverse matrix before 
> they were passed to the vertex shader.
> 
> cheers
> boto
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