I noticed something else that is interesting... When I use the following shader code:
gl_FragColor = vec4(vVertPos.xyz , 1); (where vVertPos.xyz is the calculated 3D position) I get an accurate point cloud of the 3D points that matches up with the geometry of the scene perfectly. When I use this shader code: float depth = gl_FragCoord.z / gl_FragCoord.w; gl_FragColor = vec4(vVertPos.xyz , depth); I get what looks like the same point cloud but it is scaled up in every direction. Does this ring any bells for anyone? ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8772#8772 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org