vec4 worldVert = osg_ViewMatrixInverse * gl_ModelViewMatrix * gl_Vertex;
...where osg_ViewMatrixInverse is a built-in OSG uniform (type mat4).
Just be aware: GLSL is single-precision, so you will lose some precision
doing this.
Glenn Waldron / @glennwaldron
On Wed, Dec 19, 2012 at 3:03 PM, Eth
Hello all,
I would like to have access to vertex world coordinates in my GLSL vertex
shader that is attached to an osg::Node. In GLSL the Model Matrix and the View
Matrix are combined into the ModelViewMatrix, so you cannot get access to the
Model Matrix without either passing in the Model Mat
Hi all,
just a short heads-up: the recent introduced avfoundation-plugin works
now an IOS 6, so you can playback videos on your ios-device.
There may be some bugs lurking around, and fast texture-upload via
CoreVideo is not implemented yet, will come in a future version,
cheers,
Stephan
Am 01.
HI Daniel,
I'm afraid I don't have the time right now to look into this. It sounds
like osgShadow will need to clean up the ViewDepedentData structures when a
View/CullVisitor is deleted. I'd guess we'd need to introduce a local
observer_ptr<> or osg::Obsever to catch when the CullVisitor gets d
Hi Robert, Wang Rui, and all
I discovered a great gpu memory wasting in ViewDependentShadowMap.
I use CompositeViewer with dynamically adding/removing view, and one global
scene graph for all views.
ViewDependentShadowMap uses ViewDependentData to store the shadows etc. These
Data are stored
Hello dear OSG-community,
finally got around putting the osgHelp site back online. see it here:
http://osghelp.com/
Best regards,
Peter
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=51631#51631
__
Hi there
I run a CompositeViewer, and I can add views dynamically, and they all share
the same scene and the same graphicscontext.
Now I have the following issue: As soon as a view is added, it looks like all
the texture objects are invalidated and/or recreated.
In my log I have tons of lines s
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