Original Post
Hi guys, im just getting starting in getting deep into this matrix stuff. So, i need the inverse of my objects transform matrix in order to get my lighting shader to work. Now I found an advice that i could inverse it, just by transposing the rotation 3x3 matrix and negating the 3 translation values. It was said that it only works when the matrix is orthogonal. 1st question: What does orthogonal mean? I tried to figure it out myself but had no success :( It was also said that it works when theres only rotation and translation in the matrix. (Does this mean orthogonal?) Well, but my testing resulted in that this method works fine if let my model unrotated, As rotation comes in, the transformation of the lights position gives wrong results (I need it to be transformed in object space, thats why i need the inverse). 2nd question: I found out that the rotation totally messed up the values of the scale components, why? after rotating the model about 180° around y-axis, i find even negativ values in there. This is too the reason, why my computation fails. The lightposition isnt transformed properly because of that. Is this method only working in a few special cases? And if yes, could you give me an advise on how to invert a matrix in a fast manner? Thanks in advance for your help. Greetz