Hi, the matrix multiplication in OpenSceneGraph works in reverse order. Normally(for example in the shader) MVP = Projection * View * Model is the right order, but in OSG its the other way arround. If you get the same results for View * Projection and Projection * View, one of your matrices is the identity matrix. Thats the only possible reason, because matrix multiplication is a non-commutative operation. You should look into your code if there is something wrong, when you setup the view matrix. Do you create your matrices as osg::Matrixf or cast it before you pass it as a uniform? If you use osg::Matrixd and create the uniform with "new osg::Uniform("viewMatrix", viewMatrix);", you will get a dmat4 uniform instead of mat4. You will not read the right matrix values in your shader if the uniform is not setup properly.
Thank you! Cheers, Marcel ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56894#56894 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org