hi, i am currently using GL_VERTEX_PROGRAM_ARB and GL_FRAGMENT_PROGRAM_ARB to implement shadow mapping, is there any way to obtain the world coordinates of a vertex without explicitly passing the model matrix into the vertex program? coz i don’t want to build a texture transformation matrix for every object in the scene. thx!!
No, that isn’t possible. OpenGL only has a Modelview matrix and you are not able to get the “model-part” out of this matrix.
So you have to pass your own matrix to you Vertex Program.
You can always store the inverse of your camera transformations once, and apply that to the modelview-transformed vertices to get world-space vertices.
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