Thanks, but all I can find are specs. Does anyone know WHY gl_LightSource[0].position is a vec4? Aside from x, y, and z, what is there?
I know that passing x, y, and z in order doesn't work for MiniB3D because the axes are not the same, but I don't know how to transform the values properly. The shader example that was supplied by Klepto is not working correctly and I'd like to know if anyone has already solved this problem. ???
I know that passing x, y, and z in order doesn't work for MiniB3D because the axes are not the same, but I don't know how to transform the values properly. The shader example that was supplied by Klepto is not working correctly and I'd like to know if anyone has already solved this problem. ???