HarryTuttle wrote:I've read also that when you have uniform scaling in the matrix you don't need to derive (expensively) the normal matrix (or use the built-in gl_NormalMatrix), i.e. the transpose of the inverse of the model-view matrix. But you can just get the first 3 columns (3x3 mat) and directly multiplicate with the normal vector. That's why Ocean Hunters has dimmed objects.
Just tried ocean hunter with that .. and it looks correct! Yes I know you can just use the top 3x3 of the model matrix. I assumed the result of the glNormalMatrix would only be different with a non uniform scaling? I figured that was the whole point of it. Still slightly puzzled why this fixed it because I assume the scaling would be uniform??
Either way
