Not sure, but as far as I can remember, it uses homogenous coordinates so point (x, y, z) is represented as (xw, yw, zw, w). If you are getting a return of four scalars and want to convert to 3d cartesian , simply divide the first three values by the fourth value.

Maybe I am wrong, but not completely.

On 06/02/2013 5:58 PM, Matt Lind wrote:

Anybody know what coordinate space is used for the values returned by the OGLLight? (e.g. OGLLight.GetLightPosition(), OGLLight.GetLightDirection(), …)

 

The documentation doesn’t specify.

 

Matt

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