thanks I noticed I had to use the (vec3, matrix) version instead of the (matrix, vec3) version to make it work. So that does a v*M[0..2,0..2]
However in the shader (glsl) it's gl_NormalMatrix * gl_Normal... seems to be the other way around. Any clarification on this? thanks! ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60632#60632 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org