> 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"
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but which window did it go out of :)

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