My method to lit my scene is to setup the matrix to null and set the position of the light in LOCAL_VIEWER…
I use the instruction :
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, true);
While y move my light position, the position I set (remeber : with a null matrix, I tell glLoadEntity before) is taken as the direction vector of an infinit light (when the position is set to [0,0,0,], the light doesn’t work, so, it’s really the light direction).
After that, y setup the matrix to set each object transform taken for rendering.
What is the problem ? Is it posible that my workstation doesn’t support per-vertex vector computation ?
Y use a SGI with the Cobalt chipset.
Gabriel RABHI / Z-OXYDE / France