> On 09/15/2011 04:33 PM, Paul Martz wrote: >> You're free to put whatever transform you want in either matrix as long >> as >> transform by the two produces clip coords, but for correct FFP lighting >> computations, your modelview matrix *must* produce eye coordinates. >> OpenGL FFP >> lighting is computed in eye space. So, if you did something crazy like >> have an >> identity modelview, but a full object-to-clip transform in the >> projection, then >> vertices would be transformed correctly, but your lighting would be way >> wrong. > > You're right, Paul, I neglected the FFP lighting issue. There is a > fundamental difference between the projection and modelview transforms > for this purpose, and since lights are in eye space, there is an > inherent coordinate system as well, so I stand corrected on those points. > > Still, in OpenGL 3.1+, that's all out the window :-) > > --"J" > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
but which window did it go out of :) _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

