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