Hello Christian,

On 07/28/2014 03:04 PM, Christian Bar wrote:
> I managed to make the QuadTreeTerrain rendering work inside my application.
> I changed the light position calculation inside the vertex shader. Now
> it is:
>
> "    vec3 LightPosition = gl_LightSource[0].position.xyz -
> vec3(gl_ModelViewMatrix * gl_Vertex);\n"
>
> I'm not a shader expert, but to me now it seems to work...

hmm, that changes the lighting from a directional to a (sort of) point 
light.
In the meantime I've noticed that my last change to the shader using 
gl_ModelViewMatrixInverse was wrong; the tangent space vectors are first 
transformed to eye-space, so the light direction can be left in 
eye-space as well.

> If it's ok for you, can you commit this line, along with the
> modification you did in the other patch?

I've committed the other changes, but left the shader in its original 
form. I feel uneasy changing it without some understanding why that is 
the correct change.

        Cheers,
                Carsten

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