[osg-users] TexGen OBJECT_LINEAR in shaders

2010-02-09 Thread Jean-Sébastien Guay
Hi all, I'm trying to replace the fixed function texgen for a given effect by a shader in order to remove the back projection problem. But I'm struggling a bit to even get the texgen to work with shaders (once that's done removing the back projection will be a cinch). The original (fixed

Re: [osg-users] TexGen OBJECT_LINEAR in shaders

2010-02-09 Thread Trajce Nikolov
I think you should use the texture matrix in the shader. Been experimenting with the same lately and it seem to wok -Nick On Tue, Feb 9, 2010 at 4:32 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi all, I'm trying to replace the fixed function texgen for a given effect by

Re: [osg-users] TexGen OBJECT_LINEAR in shaders

2010-02-09 Thread Paul Martz
Hi J-S -- Jean-Sébastien Guay wrote: And then later, in the cull traversal, it does: _texGen-setPlanesFromMatrix( someMatrix ); This works well on the fixed pipeline. Now my first question when replacing this by shaders is: I understand I need to replace the calculation by shader code

Re: [osg-users] TexGen OBJECT_LINEAR in shaders

2010-02-09 Thread Jean-Sébastien Guay
Hi Paul, Or better yet: gl_TexCoord[1] = texGen * gl_Vertex; There is a lot of overlap between the object plane equations and the texture matrix. Originally, the thinking behind the object plane equations was that you might only be concerned with s and t, so it was more efficient than

Re: [osg-users] TexGen OBJECT_LINEAR in shaders

2010-02-09 Thread Jean-Sébastien Guay
Hi Paul, I've found the problem. So you confirm that the fixed function fragment stage will not do anything special when texgen is active, i.e. that it will only do: vec4 col = texture2D( tex, gl_TexCoord[1].st ); ? Seems this was not correct, I had to do a transformation: vec3 texCoord