Hi Robert,
Thanks for the reply.
So the proper construction of the set of gl_EyePlaneX planes would be:
InvMVL * ProjL * osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5,0.5,0.5)
with InvMVL == Inverse ModelView matrix for shadow camera and ProjL ==
Projection matrix for shadow ca
On 7.1.2014 22:12, Garrett Cope wrote:
I am using the VDSM implementation and passing in the 4 planes as found in
assignTexGenSettings(...), but they seem to be different than what is actually
found in the built-ins during shader execution. I am guessing there is some
sort of modelview transfo
Hi,
I've been working on updating our shaders to remove the deprecated built-ins.
I've gotten stuck on the gl_EyePlanes as used to compute projected shadow
texture coordinates as follows (same convention as osg-generated shadow
shaders):
Code:
gl_TexCoord[shadowTextureUnit0].s = dot( ecPosit
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