If it''s anything like D3D, since you''re using a vertex shader, setting OpenGL''s modelview matrix has no effect for vertices your shader processes.
So there is no harm in passing 2 matrices into your shader as constants instead:
* A model-view matrix (transforming from object space to camera space).
* AND a ''model'' matrix (called ''world'' in D3D, transforming from object space to world space).
Hope this helps.
Why you shouldn''t use iostream.h - ever! | A Good free online C++ book
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