Hi, I am trying to achive a correct light reflection on a water plane.
Before you get bored with my calculations ;), I just want to know if I understood the following correct: First: If I use "vec3 viewDirToVertexEC = vec3(gl_ModelViewMatrix * gl_Vertex);" in the vertex shader, the vector I will get is pointing from camera to vertex! Or is it vertex to camera? Second: The gl_LightSource[2].position.xyz is this one passed in world coordinate or in eye coordinates. What I found was eye coordinates, want to get sure. If its eye coordinates it is the vector from camera to the position of the light, correct? Third: To check if two vectors are overlapping I do the dot product of both, but normalize them before. Is the dot product -1 or 1 they overlap correct? Hope anyone can answer my questions. ... Thank you! Cheers, Andreas ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63467#63467 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

