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Which space should the shade calculation occurs in, camera or world?

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I find many samples take the shade calculation in camera space. But I am used to taking it in world space.

I want to know Is there any difference between them?[img]http://public.gamedev.net//public/style_emoticons/default/mellow.png[/img]

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Ignoring precision, there shouldn't be any difference. In some cases it may be a bit cheaper to work in view space, since a few operations (such as operations involving the camera position) can be optimized better in view space. Or if deferred rendering is used, it's common to store normals in view space so that they can be compressed, in which case it's cheaper to not have to transform them back to world space.

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