A question on inverse matrix

Sorry,
there is one thing that still i haven’t understand: normally passing inverse matrix what means? i have my object with his model matrix objMatrix (translation and rotation) and my camera matrix, when i pass inverse matrix to calculate correct illumination i can pass:

  • inverseMatrix(objMatrix) or

  • glGetFloatv(GL_MODELVIEW_MATRIX, modelMatrix);
    inverseMatrix(Get(modelMatrix)

Which? I know that depends by shader’s code but i’ve tried many ways without results (with the second way no results).
Thank you

I know that depends by shader’s code but i’ve tried many ways without results
It depends on shader code.

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