Hello OSG Users,
i'm having trouble with my viewing frustum not updating when using
shaders. Specifically, i've implemented the confetti cannon example and
have the particles being emitted with random 3D velocities. My vertex
and frag shaders are just like the GLSL book, with gl_Position being
updated as:
vert=gl_Vertex + vec4(Velocity * t,0.0);//t is a Uniform updated ea frame
gl_Position=gl_ModelViewProjectionMatrix * vert;
Depending on the viewpoint, however, particles disappear as they get
farther away from the source. They re-appear if you change the
viewpoint, or sometimes it's necessary to zoom out, as well. In fact,
the same can be seen in the glsl_confetti.osg example by rotating/zooming.
It seems like while the viewpoint is updated, the original view frustum
_volume_ is not. Is there any cure for this? Thank you!
Charles Cosse
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