Eye position in world coordinates

ok so the gl_ModelViewInverseMatrix doesnt exist on most current implementations of glslang (except 3DLabs!!)

is there an easy way of retrieving the eye position without having to send it explicitly as an uniform?

Are you sure?
It’s named gl_ModelViewMatrixInverse.

i can confirm this has been available with nvidiadrivrs for quite a while, anybody know about ati?

Im using a ATI X800XT card with the latest drivers from ATI, and no appearent sign of

gl_ModelViewMatrixInverse

I really have to switch back to my FX card, this one is driving me crazy!!

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