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Shader Trouble
I'm trying to send the model view projection matrix from the CPU side into my shader, but it's not working as expected. I have two objects loaded into my scene, without any transformations: 'box.wrl' and 'ground.osgb'.
1) Sending over the projection matrix seems to mess up the order of rendering. Code:
uniform vec4 S1, S2, S3, S4; void main() { gl_Position = mat4(S1, S2, S3, S4) * gl_ModelViewMatrix * gl_Vertex; //gl_Position = ftransform(); } 2) I can't get the view matrix to work, or I don't understand how to get it. Code:
uniform vec4 S1, S2, S3, S4; void main() { gl_Position = gl_ProjectionMatrix * mat4(S1, S2, S3, S4) * gl_Vertex; //gl_Position = ftransform(); } *Sorry for the double post in Vizard 3.0 forum. I realized I posted on the wrong forum, and also have more useful information this time. |
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