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OpenGL glMultMatrix and lighting in opengl

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As I understand, If I use glMultMatrix to tranform current matrix I will get incorect lighting. Even if current matrix transformed by glMultMatrix, lighting will be calculated like if matrix was not transformed. So the only way to avoid this problem is to use glRotate, glTranslate? If so, how can I extract rotation and scale info from matrix? Or there is another way out? Thanks Vladimir

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