Hi Matt, Coordinates returned by OGLLight should all be in global space. Are you seeing any weird behavior with it?
Thanks, John From: [email protected] [mailto:[email protected]] On Behalf Of Alok Sent: Thursday, February 07, 2013 7:37 AM To: [email protected] Subject: Re: SDK: OGLLight Should be global, but again not sure [cid:[email protected]] On 06/02/2013 6:34 PM, Matt Lind wrote: Let me rephrase - what coordinate space is returned: local? Global? Screen? Normal? Camera? Thanks, Matt From: [email protected]<mailto:[email protected]> [mailto:[email protected]] On Behalf Of Alok Sent: Wednesday, February 06, 2013 3:23 PM To: [email protected]<mailto:[email protected]> Subject: Re: SDK: OGLLight Not sure, but as far as I can remember, it uses homogenous coordinates so point (x, y, z) is represented as (xw, yw, zw, w). If you are getting a return of four scalars and want to convert to 3d cartesian , simply divide the first three values by the fourth value. Maybe I am wrong, but not completely. [cid:[email protected]] On 06/02/2013 5:58 PM, Matt Lind wrote: Anybody know what coordinate space is used for the values returned by the OGLLight? (e.g. OGLLight.GetLightPosition(), OGLLight.GetLightDirection(), ...) The documentation doesn't specify. Matt No virus found in this message. Checked by AVG - www.avg.com<http://www.avg.com> Version: 2012.0.2238 / Virus Database: 2639/5585 - Release Date: 02/06/13 No virus found in this message. Checked by AVG - www.avg.com<http://www.avg.com> Version: 2012.0.2238 / Virus Database: 2639/5585 - Release Date: 02/06/13
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