Original Post
Hi, I am making reflection/refraction on my water surface using cube mapping. I need to compute incident vector from my eye position and vertex position. I have a problem with position of my camera. I use glLookAt to set camera. In nVidia SDK I found "dispersion" tutorial and there is camera position multiplayed by ViewInverse matrix (in vertex shader) to get position in eye space. I don't know how to obtain this matrix after using glLookAt. I know that DirectX actually have this matrix. But I wan't to know how to do it in OpenGL. I know how to compute inverse matrix, so only I need to know how to get this matrix. Can you help? Thanx a lot! :-)