Hi most straightforward way is to use gl_ModelViewMatrix * osg_ViewMatrixInverse
Cheers. 22.01.2013, 13:16, "Peterakos" <hay...@gmail.com>: > Hello. > > I try to create a multi pass algorithm and i am stuck. > I use my own view and projection matrix for an absoluted positioned camera. > But i cant figure out how to handle the World matrix. > Glsl gives me gl_ModelViewMatrix but i need only the model matrix for > the current vertex being processed. > > How can i retrieve it in osg and pass it in the shader as uniform ? > > thank you. > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org