mirror,mirror tell me who is beautifull?


i am in the mirror buisness these days and i just got a little prob with shaded primitives…
Of course negation on any axis of my local matrix will affect both vertex & normal coordinates… Thus to avoid this problem is there any trick to tell OpenGl matrix to NoT affect normals?? Moreover i am using static geometry to take full advantages of my GeForce board and this doesn’t help!! )


But isn’t that normal (pun!) that the normals should be inverted also ?

Maybe you need to change the light position instead?..

Yep, you need to use the reflected positions of the lights to light the reflected object properly.