On Tue, 20 May 2008 14:19:40 -0700 (PDT), fungus wrote:
> On May 20, 9:40 pm, Sourcerer <enlorkMA...@[EMAIL PROTECTED]
> wrote:
>>
>> GLfloat lightSourcePosition[] = {10.0, 10.0, 10.0, 0.0};
>> GLfloat lightSourceDirection[] = {0.0, 0.0, 0.0, 0.0};
>>
>> glLightfv(GL_LIGHT0, GL_POSITION, lightSourcePosition);
>> glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightSourceDirection);
>>
>
> My copy of the manual says: "The position is transformed by the
> modelview matrix when glLight is called"
>
> Maybe that's the problem.
Well, that doesn't really matter (i.e. I could live with that). What
matters is that the position of the light is transformed every time I
change the modelview matrix -- after the light is already placed in the
scene, by doing glLoadIdentity() and gluLookAt() -- and I don't want that
to happen.
If that can't work, is there another way to change my perspective in the
scene which won't move the light with me?
--
"Let's see what's out there. Engage."
Jean Luc Picard, Star Trek: TNG, Encounter at Farpoint
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