normal = normalize(gl_NormalMatrix * gl_Normal); 法线与gl_NormalMatrix矩阵相乘,将会被变换到视图空间。归一化向量可以保证使用点乘得到余弦值。 我们可以避免归一化计算吗?在某些情况下是可行的。如果gl_NormalMatrix是正交矩阵,那么经过变换后输入法线的长度不会变,依然等于gl_Normal。所以如果在OpenGL程序中法线...
Opengl的gl_NormalMatrix【转】 当用glsl传normal到fragment的时候总要用gl_Normal* gl_NormalMatrix,是为什么呢?做bumpmap的时候,binormal和tangent需不需要也乘以gl_NormalMatrix呢,如果需要把TBN转到世界空间,而不是把灯光转到TBN的话需不需要乘以gl_NormalMatrix或者是需要乘以其它矩阵?有没有想过perspective投影之后...
参考:http://www.gamedev.net/topic/598985-gl-normalmatrix-in-glsl-how-to-calculate/ 当用glsl传normal到fragment的时候总要用gl_Normal* gl_NormalMatrix,是为什么呢?做bumpmap的时候,binormal和tangent需不需要也乘以gl_NormalMatrix呢,如果需要把TBN转到世界空间,而不是把灯光转到TBN的话需不需要乘以gl_Norma...
+ printf("test: %g <= gl_NormalMatrix[%u].%c <= %g\n", low, elem, element, + high); + fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, shader); + prog = piglit_link_simple_program(vs, fs); + glUseProgram(prog); + free(shader); + + piglit_draw_rect(0,0, 20,20); ...
> > I spot-checked gl_NormalMatrix[2].y with LIBGL_ALWAYS_SOFTWARE=1. > > In that case, Mesa agrees with the nvidia driver: the value is > > -1.0. My application also produces imagery identical (via a > > subjective eye test, haven't tried image differencing the two) to ...
glUniformMatrix4fv(normalMatrixLocation,1, GL_FALSE, geometryPipeline.GetNormalMatrix()); modelViewStack.PushMatrix(); modelViewStack.Translate(0.0,1.0,0.0); glUniformMatrix4fv(projectionMatrixLocation,1, GL_FALSE, geometryPipeline.GetProjectionMatrix()); ...
The European Physical Journal Plus - The aim of this article is to study mathematically and other research directions in the field of normal modes of vibration. The eigenvalues of the matrix...doi:10.1140/epjp/s13360-022-03334-xBclea, Diana...
So,gl_NormalMatrixis just a shortcut to simplify code writing? No, not really. The above line of code will work in some circunstances but not all. //上面的代码并不是在所有的情况下都完全正确,我们从下面看一下存在的潜在问题 Lets have a look at a potential problem: ...
【转】gl_NormalMatrix 关于为什么对法线变换时要使用变换矩阵的转置的逆,而不能像变换顶点那样直接使用变换矩阵 https://www.cnblogs.com/bigdudu/articles/4191042.html 注意文章中风格是opengl的,即矩阵X向量,而不是 向量X矩阵形式。 同时也遵守:向量默认为列向量,列向量的转置为行向量,行向量乘列向量为一个...
similar to gl_NormalMatrix[1].z on intel but in the opposite direction. I spot-checked gl_NormalMatrix[2].y with LIBGL_ALWAYS_SOFTWARE=1. In that case, Mesa agrees with the nvidia driver: the value is -1.0. My application also produces imagery identical (via a subjective eye test, ...