Hi, I’m currently implementing volumetric projection using 3d textures. The method is very similar to how dorbie does it. If you like to know how it’s done - altho I don’t think it’s necessary to know the method you answer my question - just search for posts that I posted. Dorbie obviously helped me a lot.
What I need is given a modelview matrix (or a series of scaling, a rotation, and translations of a identity matrix), an eye-space equivalent texture matrix.
Does that make sense? What is the relationship between the texture matrix and the modelview matrix as far as eye-space is concerned? I couldn’t really find any info; can you direct me to some sources that explain such?
It’d be preferable if I could just glGet the current modelview matrix -> process it -> then load that to the texture matrix. One pipeline stall per frame isn’t gonna hurt my code, or will it?