umituzun84 wrote:
> Hi Paul;
>
> Watch the video. It can tell you much of dot and cross product :)
>
> http://video.google.com/videosearch?q=cross+product&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&ei=LE4dSreZCpLt_AbS4OGxDQ&sa=X&oi=video_result_group&resnum=4&ct=title
Hi Paul;
Watch the video. It can tell you much of dot and cross product :)
http://video.google.com/videosearch?q=cross+product&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&ei=LE4dSreZCpLt_AbS4OGxDQ&sa=X&oi=video_result_group&resnum=4&ct=title#
Regards.
2009/5/27 Paul G
Kim C Bale wrote:
> I presume this line:
>
> n = (pos1 -pos0) ^ (pos2 - pos1);
>
> is a cross product of two vectors. i.e. the normal, also known as the
> vector perpendicular to the two vectors that define the plane.
>
> In which case you would want to use the glsl function cross(vec3,vec3)
>
...@lists.openscenegraph.org] On Behalf Of Paul
Griffiths
Sent: 27 May 2009 13:40
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] vertex shader help: compare position against
plane
ok, i got the world position with:
Code:
mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
vec3 worldPos
ok, i got the world position with:
Code:
mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
vec3 worldPos = ToWorldMatrix * gl_Vertex;
now i need to check which side of the plane the worldPos is.
I googled and found some code for this but its not for glsl, ive came up with
this b
al Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Griffiths
Sent: 27 May 2009 12:02
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] vertex shader help: compare position against
plane
I know the code:
vec
I know the code:
vec3 worldPos = gl_ModelViewMatrix * gl_Vertex;
is worng, if i rotate the view so does this position. i need the world position
and not the modelview position.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13023#13023
Hi Paul,
I guess the problem is related to the "varying". AFAIR it is
interpolated over the primitive. So maybe this is the problem.
The other odd thing is that you do
if (inside) discard;
instead of
if (inside == 1.0) discard;
cheers
Sebastian
Hi,
Im trying to use a shader to make p
Hi,
Im trying to use a shader to make parts of models transparant(clipped) i was
using a clipnode but learned you cant use more than one in a scene? or am i
wrong?
anyway, i wish to clip along a plane.
currently this plane is defined as 3 points:
Code:
varying vec3 pos0;
varying vec3 pos1;
v
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