Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: GsGetLw - Anyone? Date: Thu, 16 Jul 1998 21:51:50 +0100 Organization: Sony Computer Entertainment Europe Lines: 22 Message-ID: <35AE67E6.2859C93E@scee.sony.co.uk> References: <35ACE283.EEFA93ED@ndirect.co.uk> <35ADC7D6.103095A0@scee.sony.co.uk> <35AE3A03.1DF1AB0F@ndirect.co.uk> NNTP-Posting-Host: camfw01.millennium.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b1 [en] (Win95; I) X-Accept-Language: en Alex Herbert wrote: > > I've just been looking at the dino demo, and that uses the Local Screen matrix in > GsSetLightMatrix(), and GsGetLw (or GsGetLws) is never called. I am doing the same in my code and > everything looks fine, which is why I asked the original question. However, my view is static at the > moment. Will I see adverse effects when I move the viewpoint? Or will the lights just move with the > view? (i.e. Is what I'm doing making the lights relative to the view rather than the world?) If you use the Local->Screen matrix as the Light Matrix, the lights will be relative to the view, as if you've got some lights attached to the camera. With the Dino demo, this doesn't really matter much. In most games the lights are fixed in relation to the world, not the camera, which is why the intermediate LW matrix is required. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Carpe Noctem.