Hi, All vertex/halo/strand coordinates are already in camera space, except when obi->flag & R_TRANSFORMED is set, in which case they need to be multiplied with obi->mat (for instancing). Shading is done in camera space, and lamps have camera space coordinates too.
Brecht. On Tue, Jul 20, 2010 at 1:27 AM, Aurel W. <[email protected]> wrote: > Hi, > > since no one could help me with this in the irc channel, i try to ask > on the ml. > > In the renderer I am not quit sure, which coordinates are used for > actual stuff like shading. Just as an example lamp_get_visibility > takes a coordinate, to check, if from this point a lightsource is > visible. Those aren't global coordinates in world space, so I assume > that those are in camera space? > > My issue, what I try to do is to map local coordinates from an object > to these coordinates (more precisely in vol_precache_part) to call > functions like point_inside_obi() and vol_get_scattering(), but this > is more a general question, and hasn't much to do with the volume > rendering. So i assumed, that I have to transform this coordinates by > the object matrix and the viewingmatrix, so I multiply by > obi->ob->obmat and R.viewmat. But this seems to be wrong. > > So how do I transform from local space to this coordinates and also vise > versa? > > thx, aurel > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
