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whaleeee
05-05-2013, 10:04 AM
Hello,
I am trying to create shadowing effects using a depth map and a shader. My trouble now is getting the view matrix of my render node. If I do <node3d:renderNode>.getMatrix() is this the view matrix? The documentation is unclear and I am not sure how to verify this.

Also, what is the recommended method for passing this matrix into my vertex shader? The tutorial I am using says to store it in gl_TextureMatrix[1], but it is my impression that this matrix is read-only in GLSL. If I can use it, how do I set it in Vizard?

If I can't use gl_TextureMatrix[1], would I then have to use viz.addUniformFloat multiple times? addUniformFloat, I believe, only allows you to pass in a maximum of four float values.

Thanks

whaleeee
05-06-2013, 08:36 AM
After further research, getMatrix returns the transform matrix, so the view matrix is the inverse of this?

farshizzo
05-06-2013, 09:26 AM
Yes, the view matrix will be the inverse.