Advertisement Jump to content
Sign in to follow this  

GLSL bump mapping - "inv_view_matrix"?

This topic is 4673 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Guest Anonymous Poster
As long as your modelview matrix is orthogonal(or some fancy word like that), the inverse is equal to the transpose. Rigid transformations should always produce an orthogonal matrix, so you should be fine as long as you're not scaling anything. So you can use the fragment shader to find the transpose. If you can make do with just a 3x3 matrix, you can use gl_NormalMatrix, which is the transpose of the upper leftmost 3x3 section of the modelview matrix.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!