Hello,
I have problem with setting light position related to global coordinates system. What I do is :
gluLookAt()
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
// draw objects
And it look lights source is always related to current camera view. How can i solve this problem ?
Thanks
The position specified by gllightfv is always multiplied by the current modelview matrix. Perhaps you need an identity matrix loaded before setting your global light.
Will it help if I revert gluLookAt ?
I mean sth like :
glLoadIdentity;
// setting camera position
gluLookAt
glPushMatrix
// gluLookAt reverse transformatio to global coord ???
glLightfv(GL_LIGHT0, GL_POSITION …
glPopMatrix
glBegin
… // render objects
try doing it this way:
//Set up global scene lights…
glLoadIdentity;
glLightfv(GL_LIGHT0, GL_POSITION …
// setting camera position
glLoadIdentity;
gluLookAt (…)
glBegin
… // render objects