Original Post
[color=#000000][font=Arial,]Does the OpenGL fixed function pipeline compute lighting in view-space?[/font]
[color=#000000][font=Arial,]If the answer is yes, then how does it cope with view transformations with non-uniform scale? Actually, how does it cope with view transformations incorporating any scale at all?[/font]
[color=#000000][font=Arial,]If this is true then scaling the view space will result in different light-to-vertex distances, meaning the lighting intensity for point-lights will change as the view matrix is scaled.[/font]
[color=#000000][font=Arial,]Lighting in world-space would make the computed point-light intensity independent of view space scaling, but would require:[/font]
[color=#000000][font=Arial,]If the answer is yes, then how does it cope with view transformations with non-uniform scale? Actually, how does it cope with view transformations incorporating any scale at all?[/font]
[color=#000000][font=Arial,]If this is true then scaling the view space will result in different light-to-vertex distances, meaning the lighting intensity for point-lights will change as the view matrix is scaled.[/font]
[color=#000000][font=Arial,]Lighting in world-space would make the computed point-light intensity independent of view space scaling, but would require:[/font]
- That an object-to-world matrix is supplied to the API (such as in DirectX, where the light positions are specified in world-space).
- That the API transform all geometry twice when drawing. Once by world*view*proj into clip space, and again by world, in order to compute lighting at the vertices in world space.
[color=#000000][font=Arial,]I also posted this to stackoverflow, perhaps you want to answer it there too: http://stackoverflow...g-in-view-space[/font]