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OpenGL camera transformation

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hello, i'm implementing shadow maps with OpenGL. It is necessary to render the scene from the light'S point-of-view. So I move the camera to lightposition and get the Modelviewmatrix. gluLookAt(lightPoint[0], lightPoint[1], lightPoint[2], 0, 0, 0, 0, 0, -1); glGetFloatv(GL_MODELVIEW_MATRIX, lightViewMatrix); Now my problem is to position the objects right. Every object in the scene has it's own transformationmatrix. But I don't know how to combine the "lightViewMatrix" with the transformationmatrix from the objects, so that the objects are oriented right. Here is some code: gluPerspective(90.0f,(GLfloat)640/(GLfloat)480,1, 10000); glGetFloatv(GL_MODELVIEW_MATRIX, lightFrustumMatrix); gluLookAt(m_globalLightP[0],m_globalLightP[1], m_globalLightP[2], 0, 0, 0, 0, 0, -1); glGetFloatv(GL_MODELVIEW_MATRIX, lightViewMatrix); // setup LightView glMatrixMode(GL_PROJECTION); glLoadMatrixf(lightFrustumMatrix); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(lightViewMatrix); glMultMatrixf(lightViewMatrix); glPushMatrix(); glMultMatrixf(transMat); // transMat the objects transformationmatrix renderObj(); glPopMatrix(); The result is, that i see all objects from the bottom. But I have to see all objects from top view, because the light sit above all aobjects. thanks sandra

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