@lists.openscenegraph.org
Sent: Wednesday, April 16, 2008 10:18 PM
Subject: Re: [osg-users] Getting the model matrix in the vertex shader.
Hi Robert,
The main cameras view matrix could be added as an extra uniform, the
main cameras projection matrix too?
That's what I'm doing, with the code I posted
Hello,
In my current project, I have 3 slave cameras rendering to texture with
offsets in their view matrices, and then another camera reassembling the
images with a deformation to map it onto a half-sphere dome (similar to
osgdistortion --dome). I'm trying to fix the problem where
just a quick thought, but have a look at the code that sets up the
osg_ predefined GLSL uniforms. that feature was added pre-OSG 1.0,
and may have drifted during the viewer rework moving into OSG 2.x.
dont know how many folks actually use those uniforms, and thus how
much exercise they get.
--
Hi J-S,
When you start using slave cameras with view offsets/rotation you'll
need to take care over the lighting models used - using a light source
such as a directional head light that is set in eye coordinates and
along eye's z axis you'll find that the effective light direction is
different
Hi Robert,
Using a light source that is fixed in the world coordinates, or one
that is not directional i.e. a positional light source that is placed
at the eye point resolves the shading problem.
Well, yes, that resolves that specific problem. But what if I was using
view-dependent shadow
Hi Mike,
Just a side question, is it still the case on modern video cards (like
nVidia 8800 and up) that the GPU will execute both sides of an
if-then-else statement and choose the right value when both are
available? I just want to know if I'm better off making a really general
shader that
Hi J-S,
On Wed, Apr 16, 2008 at 6:25 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Well, yes, that resolves that specific problem. But what if I was using
view-dependent shadow mapping, or reflection mapping (as I said with the
cow example), or other similar view-dependent effects...
Hi Robert,
The main cameras view matrix could be added as an extra uniform, the
main cameras projection matrix too?
That's what I'm doing, with the code I posted at the beginning of the
thread, but it doesn't work, and I was wondering if I could get some
help from someone who would have done
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