I’ve got a question about what happens to lighting normals after vertex shader translations.
If you have a simple triangle and lets say the normal of this triangle points directly at a light sorce so the triangle should be fully lit by that light. Now lets say one of the vertexs on that triangle is translated directly toward the light source. The triangle’s light normal should no longer be pointing directly at the light source, but a transpose will not affect a normal vector.
Do you guys see what I’m talking about? The example above is just one of the worst cases I could think of. Is the normal just left alone or what? (I’d really apricate it if one of you Nvidia guys that check out this site gave me your answer.)