Hi,
I returned to this problem last week and just posted a potential fix for this
in http://forum.openscenegraph.org/viewtopic.php?p=55941
Cheers,
Anton
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=55943#55943
Hi
if you dont need camera view matrix in shaders (i believe you need only
projection matrix for your task):
you can place this geode under matrix transform with reference frame set to
ABSOLUTE_RF, and position it somewhere in front of camera with identity view
matrix, this should solve
Paul Martz wrote:
One solution would be to disable culling on the Geode (as you did above) and
place it under its own dedicated Camera. Kind of heavyweight, though.
Since I need the projection from the original camera (view direction field of
view) I'd have to copy this to the shader.
hybr wrote:
Hi
if you dont need camera view matrix in shaders (i believe you need only
projection matrix for your task):
you can place this geode under matrix transform with reference frame set to
ABSOLUTE_RF, and position it somewhere in front of camera with identity view
matrix, this
Hi,
I need to disable culling on a geode which implements a skydome/plane as a
shader.
The problem is that the vertex shader places the existing vertices
screen-aligned at the far plane, but OSG still thinks they are in their
original positions.
This problem as already been discussed - but
Agreed, keeping Geometry out of the scene graph's inherent desire to deal
with it as spatial data is a serious issue in OSG.
One solution would be to disable culling on the Geode (as you did above)
and place it under its own dedicated Camera. Kind of heavyweight, though.
Another possibility
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