Quote:Original post by James Trotter
The light position is transformed as if it were a vertex. You would want to specify it after you have applied the camera transformations.
Hmm I am sure I am doing it correctly, I had no issues with my FP/VP, but here is what I am doing, I call glLookAt() first and then these functions later on
glPushMatrix(); glLoadIdentity(); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); glPopMatrix();
The lightPosition never changes for now...