#1
|
|||
|
|||
Render Node View Matrix
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 |
#2
|
|||
|
|||
After further research, getMatrix returns the transform matrix, so the view matrix is the inverse of this?
|
#3
|
|||
|
|||
Yes, the view matrix will be the inverse.
|
Tags |
render node, shader, shadows, view matrix |
Thread Tools | |
Display Modes | Rate This Thread |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Setting up render node for shadowing | whaleeee | Vizard | 2 | 05-06-2013 10:20 AM |
Projection Matrix (onto oblique near plane) | andrewjworz | Vizard | 1 | 07-13-2012 09:10 AM |
To Masaki regarding render nodes | surf3rguy | Vizard | 1 | 04-17-2012 05:37 PM |
How to apply shader and render texture to an object | whj | Vizard | 0 | 04-23-2010 12:23 PM |
Documentation for coding a new render node? | reedev | Plug-in development | 2 | 10-30-2008 10:06 AM |