In GSCulling.vs (vertex shader), we are not transforming the vertex with the
mvp matrix. The vertex is sent to the geometry shader as it is, which means it
is in its world coordinates.
We also have the world coordinates for the viewpoint. In this case, we should
not multiply the normal vector with the normal matrix.
// vec3 transformed_normal = (normalMatrix * normal);
vec3 transformed_normal = normal;
Of course, because of the way the viewpoint is rotating all over the place, it
does not make an iota of a difference to the final output of the program.
Original issue reported on code.google.com by nag.ra...@gmail.com on 21 Sep 2012 at 11:44
Original issue reported on code.google.com by
nag.ra...@gmail.com
on 21 Sep 2012 at 11:44