Shouldn't the normal be multiplied by the inverse transpose of the modelview 
matrix? (Only upper 3x3 portion)

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-------- Original message --------From: "Rowley, Marlin R" 
<> Date: 7/11/18  7:17 AM  (GMT-07:00) To: 
OpenSceneGraph Users <> Subject: [osg-users] 
World space normal. 

I have a world space vertex computed as follows:
WorldVertex = osg_ViewMatrixInverse * gl_ModelViewMatrix * aVertex;
I would like to get the world space normal from this vertex.  Is there an 
equivalent osg_* matrix that does the same thing?
I tried this:
NormalWorld = gl_NormalMatrix * gl_Normal;  
But I know that is only putting the normal in view space.
Marlin Rowley
Software Engineer, Staff

Missiles and Fire Control
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