I’m developing on NV35(GF FX5900) and everything is well. But now I tested my app on ATI boards and what’s the suprise. The lighting was simple wrong. I resolved this problem and it was in this:
vec3 Lpos = vec3(gl_ModelViewMatrixInverse * gl_LightSource.position)
on NV board it works fine but on ATI I’m supposed to do
vec3 Lpos = vec3(gl_LightSource.position *gl_ModelViewMatrixInverse)
which is the same as if I use transpose form of this matrix. So I think it’s a bug(most possible in ATI driver) where you get inverse transpose instead of only inverse.
I tried it on Catalyst 5.4.
Has anybody got the same experience?
Strangely enough, I had a similar problem using ARB_fp on ATI hardware where state.matrix.modelview and state.matrix.modelview.transpose were reversed. I believe they were correct in arb_vp. At some level in their driver software, it could be the same bug. I reported it many months ago, but last time I checked it hadn’t been fixed.
This is a known bug. The matrix appears to be transposed.
Thank you, Humus for confirmation, maybe it’s stupid question but (you work at ATi, am I right?) is here any place where can I find list of known bugs in latest ATi driver? It can be very useful.
This topic was automatically closed 183 days after the last reply. New replies are no longer allowed.