Thank you!
Cheers,
Nikolai
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Hi Nickolai,
In case you're really after the ModelMatrix you need to use the
osg_ViewMatrixInverse and multiply it with your current
osg_ModelViewMatrix.
As Robert already mentioned you need to set the
osg::State::setUseModelViewAndProjectionUniforms(true) in order to make
this work.
Hi Nikolai,
If you are using a GL2 build of the OSG then you can just use the built-ins
like gl_ModelViewMatrix. If you are using GL3/GLCoreProfile or GLES2 then
you'll tell the OSG to provide osg_ModelViewMatrix etc. in place of the
gl_ModelViewMaitrx etc.
You can tell the OSG to provide the
Hi,
I need a matrix for the transform from root scene node to the node where the
mesh the shaders currently are operating on is in.
Does OSG pass such a matrix automatically to the shaders?
If yes, is there other uniforms passed and is there a list of them somewhere?
Sorry if my question is
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