[osg-users] Simulating Light Lobes with Projected Textures (Range mapping)
Trajce Nikolov NICK
trajce.nikolov.nick at gmail.com
Thu Aug 11 14:57:20 PDT 2016
Hi Community,
I have F+ lighting system and I am about to "integrate" projected textures
to act as lights instead of the original physics based lighting. I have
managed to have the projected textures to work nicely and the only thing
left is light (the projected texture) attenuation to fully simulate lights.
The shaders are very simple ( I can post them here if needed ). The thing
that hurts my head is the construction of the texture matrix - I am
updating it via uniform update callback where the computation is done, it
is something like:
osg::Matrixf m = osg::Matrixf::inverse(worldMatrix) * viewMatrix *
osg::Matrixf::perspective(120, 1.0, 0.001, 10);
For reasons I guess the far/near planes are not being taken into account,
if that is the way of how this texture matrix calculus should work
Anyway, I am struggling with this and will appreciate any hints or insights
Thanks a bunch as always!
Cheers,
Nick
--
trajce nikolov nick
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