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Replacing gl_NormalMatrx...
I'm trying to write some simple vertex lighting in GL3 without using any deprecated functionality, but I'm a bit stuck.
According to the spec, gl_NormalMatrix is the transpose of the inverse of the top-left 3x3 elements of the modelview matrix. Well, that's easy enough (I thought)...
In the shader I grabbed the top-left 3x3 matrix, and then realized there is no inverse() function in GLSL. Can someone point me in the right direction to build a normal matrix from the modelview matrix?
Thanks,
Luke.
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Super Moderator
Frequent Contributor
Re: Replacing gl_NormalMatrx...
You have to build this matrix on the C++ (or else) side... and send the matrix as an uniform variable.
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