[osg-users] Getting the "depth clamped" projection matrix of a CameraNode
Alan Purvis
alanpurvis at eircom.net
Fri Dec 7 09:18:37 PST 2007
Hi,
On 7 Dec 2007, at 15:58, Robert Osfield wrote:
>
> Looking at your code you are setting a uniform with the projection
> matrix. Perhaps you can dispense with this completely as OpenGL
> itself has the projection matrix as a built in uniform.
Unfortunately not, the uniform in question is attached to a different
RTT camera , with a different scene and destination to the one that's
producing the matrix I want. The matrix in question is being used to
render a complex 3D scene to an FBO, which the camera using the
uniform renders using a simple textured quad to another FBO. The
camera rendering the textured quad naturally has a different
projection matrix (identity, vs perspective) to the one used to
render the scene into the first FBO texture. What I need is the
projection matrix that was used to generate the RTT texture when I'm
"blitting" it to another destination with a textured quad.
>
> Robert.
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>
Thanks,
Alan
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