Original Post
Hi, I've been playing around with OpenGL 3.0 a bit since its release, trying to work my way around the deprecated features. I understand that the fixed pipeline was practically deprecated, so everything should be drawn using shaders. One thing I stumbled upon was the deprecated projection and modelview matrices, including the Frustrum and Translate/Rotate calls. What is now the best way to get the view transform matrix (modelview * projection) into the vertex shader? I know how to compute it myself, but having to do so wouldn't be very userfriendly. Regards, Ignifex