Original Post
First of all, I want to say hi to all as this is my first post although I've been reading the forum for some time. I have a problem, I need to render illuminated objects using lights located in world coordinates. This is what I'm doing: 0. Load identity matrix 1. Push camera matrix 2. Render light (supplying position in world coordinates) 3. Push object transformation (to position the object in the world) 4. Render object 5. Pop object transformation To explain more clearly, I have a ball with a transformation of 40 units to the right and a light in world position (10,0,0). The camera is pointing towards the -Z axis. What I see is the ball being illuminated on it's right side, like if it was on the origin when the illumination took place and then was moved. What I need is the ball to be illuminated on the left side, so what should be the ordered of transformation to get the ball or any other object illuminated after it has been positioned in world coordinates and not like if it was on the origin. Any help will be greatly appreciated. Cheers