Hi all
I solved the problem! Actually the mistake I made is that the uniform holding
the texture-matrix was added to the stateset of the root node. Instead I had to
dive into the ShadowedScene, find the stateset of the shadow receiving scene
part and add the matrix (and the prerendered texture)
Hi Daniel,
If you aren't modifying the modelview matrix in cull then at least in
theory using that value should be safe.
If modelview matrix usage is OK, then my best alternative guess would be
that your render to texture pass is not being done prior to the rendering
of the main scene. You have
Hi Robert
I do all my matrix calculations in the cull, which is renderTraversal. I don't
understand why the camera matrices shouldn't be correct at this time...
Code:
void EfxTracksPrerenderer::ViewData::cull(osgUtil::CullVisitor* a_cv)
{
osg::NodePath l_NodePath = a_cv->getNodePath();
os
Hi Daniel,
Sounds like you are doing updating the m_TextureMatrix prior to the main
Camera being updated. By default the Viewer::updateTraversal() gets the
modelview matrix from the CameraManipulator after the update traversal.
Some camera manipulators track nodes in the scene so have to be calle
Hi Daniel,
I faced the same problem
http://forum.openscenegraph.org/viewtopic.php?t=14354
How I fixed and hints from Robert. Hope it helps
Nick
On Fri, Dec 12, 2014 at 4:08 PM, Daniel Schmid <
daniel.sch...@swiss-simtec.ch> wrote:
>
> Hi all
>
> Trust me, I searched the forum for a hint but co
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