mokafolio

04-23-2009, 10:17 AM

Hello,

I am currently implementing GLSL shadows as described in this tutorial:

http://fabiensanglard.net/shadowmapping/index.php

It works quite well with the default Matrix transformations but as soon as I set up my camera like this:

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

gluPerspective(fieldOfView, aspectRatio, zNear, zFar);

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

gluLookAt(posCoord[0], posCoord[1], posCoord[2], eyeCoord[0], eyeCoord[1], eyeCoord[2], upVec[0], upVec[1], upVec[2]);

glScalef(1, -1, 1);

glTranslatef(0, -h, 0);

everything is fucked up. I do the scaling and translating so that 0,0 is the top left and not the bottom left as it is openGLs default. I am pretty new to matrix calculations and I tried everything I could possibly think of on the texture matrix to make it work with this transformation but I failed. Does anybody have an idea about how to fix that? It's propably something simple I just don't see.

I setup my Texture Matrix like this:

void setTextureMatrix()

{

static double modelView[16];

static double projection[16];

// This is matrix transform every coordinate x,y,z

// x = x* 0.5 + 0.5

// y = y* 0.5 + 0.5

// z = z* 0.5 + 0.5

// Moving from unit cube [-1,1] to [0,1]

const GLdouble bias[16] = {

0.5, 0.0, 0.0, 0.0,

0.0, 0.5, 0.0, 0.0,

0.0, 0.0, 0.5, 0.0,

0.5, 0.5, 0.5, 1.0};

// Grab modelview and transformation matrices

glGetDoublev(GL_MODELVIEW_MATRIX, modelView);

glGetDoublev(GL_PROJECTION_MATRIX, projection);

glMatrixMode(GL_TEXTURE);

glActiveTextureARB(GL_TEXTURE7);

glLoadIdentity();

glLoadMatrixd(bias);

// concatating all matrice into one.

glMultMatrixd (projection);

glMultMatrixd (modelView);

// Go back to normal matrix mode

glMatrixMode(GL_MODELVIEW);

}

Thank you!

I am currently implementing GLSL shadows as described in this tutorial:

http://fabiensanglard.net/shadowmapping/index.php

It works quite well with the default Matrix transformations but as soon as I set up my camera like this:

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

gluPerspective(fieldOfView, aspectRatio, zNear, zFar);

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

gluLookAt(posCoord[0], posCoord[1], posCoord[2], eyeCoord[0], eyeCoord[1], eyeCoord[2], upVec[0], upVec[1], upVec[2]);

glScalef(1, -1, 1);

glTranslatef(0, -h, 0);

everything is fucked up. I do the scaling and translating so that 0,0 is the top left and not the bottom left as it is openGLs default. I am pretty new to matrix calculations and I tried everything I could possibly think of on the texture matrix to make it work with this transformation but I failed. Does anybody have an idea about how to fix that? It's propably something simple I just don't see.

I setup my Texture Matrix like this:

void setTextureMatrix()

{

static double modelView[16];

static double projection[16];

// This is matrix transform every coordinate x,y,z

// x = x* 0.5 + 0.5

// y = y* 0.5 + 0.5

// z = z* 0.5 + 0.5

// Moving from unit cube [-1,1] to [0,1]

const GLdouble bias[16] = {

0.5, 0.0, 0.0, 0.0,

0.0, 0.5, 0.0, 0.0,

0.0, 0.0, 0.5, 0.0,

0.5, 0.5, 0.5, 1.0};

// Grab modelview and transformation matrices

glGetDoublev(GL_MODELVIEW_MATRIX, modelView);

glGetDoublev(GL_PROJECTION_MATRIX, projection);

glMatrixMode(GL_TEXTURE);

glActiveTextureARB(GL_TEXTURE7);

glLoadIdentity();

glLoadMatrixd(bias);

// concatating all matrice into one.

glMultMatrixd (projection);

glMultMatrixd (modelView);

// Go back to normal matrix mode

glMatrixMode(GL_MODELVIEW);

}

Thank you!