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 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
