Marlin, This might work: vec3 normalWorld = mat3(osg_ViewMatrixInverse) * gl_NormalMatrix * gl_Normal;
But like Robert says, world coordinates on the GPU will lead to precision loss, so only do it if you are content with a low-precision result. Glenn Waldron On Wed, Jul 11, 2018 at 9:34 AM Rowley, Marlin R <marlin.r.row...@lmco.com> wrote: > 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 > > [image: cid:image002.jpg@01D39374.DEC5A2E0] > > *Missiles and Fire Control* > > 972-603-1931 (office) > > 214-926-0622 (mobile) > > marlin.r.row...@lmco.com > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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