Hi Laith,
OSG defines the osg_ViewMatrixInverse uniform. You have to add
uniform mat4 osg_ViewMatrixInverse;
in your shader to use it and find the camera location in world coordinates.
Otherwise, there is the gl_ModelViewMatrixInverse uniform if you want to
transform the camera position from e
Hi Laith,
In OpenGL the camera position is always at 0,0,0, and the scene is
transformed into cameras coordinates by the modelview matrix.
So... one has to ask are you wanting to do calculations in the
eye/camera coordinates, world coordinates or local object coordinates?
You can transform the c
Hi Lait,
If you want the camera position in world coordinate, you have to pass it
yourself.
OSG, like OpenGL only work in Eye Coordinate inside the shader.
HTH
David Callu
2011/1/13 Laith Dhawahir
> Heey Guys,
> I hope you will fine,
> anyway, i have question about how i can get the camera po
Heey Guys,
I hope you will fine,
anyway, i have question about how i can get the camera position inside shader
from open scene graph do i must pass it, or open scene graph already do that.
Thank you!
Cheers,
Laith
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