Original Post
Hi all,
basicly, I want to have a situation where, in my shader, the light source and the model are in the same "space".
My render calls are layed out as such:
==========================================================
gluLookAt(); // Set Camera
glLightfv(); // Set Light Position - (Q1)
pushMatrix();
do_Rotation_Translation_of_Object(); - (Q2)
Draw_Object();
popMatrix();
==========================================================
Q1: What space are we in, after gluLookAt? Eye-Space?
Q2: And after these rotations/translations?
So, where should i "harvest" the necessary matrices to pass onto my vertex shader, so that i can either "put" the light onto the same space as the objects, or "put" the obbjects in the same space as the light?
Thanks for any pointers on this

[Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD][My DevDiary]
[Yann L.][Enginuity] [Penny Arcade] [MSDN][VS RoadMap][Humus][BSPs][UGP][NeHe]
"our stupidity allways comes back to bite us in the ass... in a white-shark sort of way..." - Prozak

[Hugo Ferreira][Positronic Dreams][Colibri 3D Engine][Entropy HL2 MOD][My DevDiary]
[Yann L.][Enginuity] [Penny Arcade] [MSDN][VS RoadMap][Humus][BSPs][UGP][NeHe]
"our stupidity allways comes back to bite us in the ass... in a white-shark sort of way..." - Prozak