Original Post
I am trying to play with opengl texture coordinate generation. The generated coordinates are in eye space. I was browsing chapter 6 of more opengl game programming. well, there was a mention of multiplying the texture matrix by the inverse of the model view matrix, thus taking the texture coordinates back to the world space. well I tried to browse the sample and I saw only inverse of rotation was performed, I am trying to do the same thing but in a general way so the coordinates would be in world space. so if i have a sphere object the texture would be wrapping the sphere and wont seem to move when i rotate or translate. I do not know if this is possible but i know that it does not work if I just multiply by the inverse of the model view (which for some reason does not seem so logical to me). I am not very pro when it comes to OGL texture generation, so I need some help if possible.