So I'm doing Cg fragment lighting in OpenGL.
When I use the fixed functionality pipeline, I do this and
get correct output.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0, 0, -5.0f);
glRotatef(theta, 0.25f, 0.634f, 0.26f);
glGetFloatv(GL_MODELVIEW_MATRIX, modelView);
cgGLSetMatrixParameterfc(modelViewProj, modelView);
glutSolidTeapot(2.0f);
glPopMatrix();
glutSwapBuffers();
As you can see I pass in the current Modelview matrix as
a column-major matrix. But when I enable the appropriate profile,
and bind my programs, It seems as though the translation did not
occur at all; the camera is inside the teapot. The rotation
may or may not be happening.
Here's the relevant Cg code:
uniform float4x4 modelViewProj
...
oPosition = mul(modelViewProj, position);
Any clues?
Thanks,
TT
[edited by - TThirion on May 20, 2004 5:59:53 PM]