My first post here so I'm sorry for any inconvenience. Like if this thread doesn't belong in this forum and that sort of thing.
Since this issue is concerning deferred shading and I've seen other threads here about it, then maybe it just is the right place?
I've been searching for answer a long time and finally came to the conclusion that maybe I should just ask it myself.
Anyway on to business:
My problem is regarding the position portion of my deferred shading implementation, at least I believe it is, since I've kinda narrowed it down to that.
The problem being that transformations of object have no effect on the lighting at all, the lighting on the objects is stationary even though they shouldn't even be affected by it (with me moving the object away from the light).
Lights look great, the attenuation produces wanted results but the positions are all messed up.
I am working in CG (and OpenGL) in my engine so, coming from a HLSL background I can't say I understand how CG's matrices work exactly.
Worth noting: I am right now storing raw positions in a 32bit buffer, I don't use depth right now, but I will probably use it later on.
I understand that I have to transform positions passed in my vertex shader with some matrix (possibly the world matrix?) but I'm unsure of which one it is in CG's terms?
How do I solve this?
What is it that I'm missing here?