ok thanks :)
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Hi,
In my shader I would like to have the direction of the light (sunlight) in
eye-space, and since it doesn't vary per vertex I would like to pre-calculate
it in OSG.
I'm not sure how to do this, I thought it would make sense to multiply the view
matrix with the direction of the light like
For vectors, You can use the model view matrix, but omit the translation
component. I believe the call is Matrix::transform3x3.
On Aug 11, 2014 12:40 PM, Bram Vaessen bram.vaes...@gmail.com wrote:
Hi,
In my shader I would like to have the direction of the light (sunlight) in
eye-space, and
thanks I noticed I had to use the (vec3, matrix) version instead of the
(matrix, vec3) version to make it work. So that does a v*M[0..2,0..2]
However in the shader (glsl) it's gl_NormalMatrix * gl_Normal...
seems to be the other way around. Any clarification on this?
thanks!
The OpenGL spec and GLSL both use post-multiply notation. OSG uses
pre-multiply notation. The two produce identical results because they do
the same thing internally.
-Paul
On Mon, Aug 11, 2014 at 3:06 PM, Bram Vaessen bram.vaes...@gmail.com
wrote:
thanks I noticed I had to use the (vec3,
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