this sounds extremely weird to me but, believe it or not, i'm getting light positions in world space on ati boards when using arb_fragment_program and asking for state.light[x].position
i always thought light vectors were transformed by the current mv matrix when calling a glLightfv command, and actually this is what i get on nv boards in the same test application
vertex programs are working fine instead (returns eye space position)
can anyone confirm this?
oh btw i am using the latest omega drivers, based on CATALYST 5.1 Driver Build 188.8.131.5205
thanks for any help you may provide