hi, i had totally missed that part of math concerning the multiplication of the inverse modelview matrix; thanks for the explanation Leif :-)
a patch has been prepared for VRC fixing the shadow problem and will be released next days (see the project site for more details http://yag2002.sf.net). some people reported that on ATI cards the shadows look a little strange. hehe, it seems that i will have to patch the patch next time in order to work-around an ATI driver bug. wow, sometimes it can be really frustrating for a small open-source team facing with such problems, as we are limited in hardware equipments and cannot test the app on various hardware platforms; and the users report bugs once the release is out, not during the pre-release testing phase, hehe :-P cheers boto robert wrote: ############# Hi Mike, On 8/27/06, Mike Weiblen <[EMAIL PROTECTED]> wrote: > > Hi, > > Just curious, you're already using GLSL, why bother at all with texgen > suff? > texgen is so GL 1.x ;-) > As Leif mentions eye linear tex gen mulitplies by the inverse of modelview matrix before applying, something you don't get for free for uniforms. Also TexGenNode is currently built around osg::TexGen rather than uniforms. Longer term what we need is a class of uniform that behaves like glTexGen. We can implement this on the OSG side. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
