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	<title>Comments on: Rendering normals in eye space</title>
	<atom:link href="http://www.gamerendering.com/2008/09/25/rendering-normals-in-screen-space/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamerendering.com/2008/09/25/rendering-normals-in-screen-space/</link>
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		<item>
		<title>By: admin</title>
		<link>http://www.gamerendering.com/2008/09/25/rendering-normals-in-screen-space/comment-page-1/#comment-45</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sun, 22 Feb 2009 17:18:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=25#comment-45</guid>
		<description>Yes, you&#039;re correct, it&#039;s wrong and I will fix it. Thanks for pointing it out. 

I think it was the wrong code I posted. Was a while since I wrote it so I don&#039;t remember exactly what this code should do. Maybe normals in screen space? =/

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		<content:encoded><![CDATA[<p>Yes, you&#8217;re correct, it&#8217;s wrong and I will fix it. Thanks for pointing it out. </p>
<p>I think it was the wrong code I posted. Was a while since I wrote it so I don&#8217;t remember exactly what this code should do. Maybe normals in screen space? =/</p>
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		<title>By: Max</title>
		<link>http://www.gamerendering.com/2008/09/25/rendering-normals-in-screen-space/comment-page-1/#comment-43</link>
		<dc:creator>Max</dc:creator>
		<pubDate>Fri, 20 Feb 2009 04:44:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=25#comment-43</guid>
		<description>Did you mean: &quot;gl_NormalMatrix&quot; instead of &quot;gl_ModelViewMatrix&quot;?

If I understand you correctly, you want to move normals from
object&#039;s coordinate system to eye coordinate system.
The transformation from one to another, transforms only points
and tangent vectors correctly (the later is true as long as it&#039;s
linear), however normals won&#039;t be transformed correctly this way.
One easy explanation is (M is 3x3):
cross(M*v1,M*v2)==transpose(adj(M))*cross(v1,v2)!=M*cross(v1,v2)
Actually there will be equality iff M is special orthogonal.

Or maybe you wanted to do something else, and I totally misunderstood you?</description>
		<content:encoded><![CDATA[<p>Did you mean: &#8220;gl_NormalMatrix&#8221; instead of &#8220;gl_ModelViewMatrix&#8221;?</p>
<p>If I understand you correctly, you want to move normals from<br />
object&#8217;s coordinate system to eye coordinate system.<br />
The transformation from one to another, transforms only points<br />
and tangent vectors correctly (the later is true as long as it&#8217;s<br />
linear), however normals won&#8217;t be transformed correctly this way.<br />
One easy explanation is (M is 3&#215;3):<br />
cross(M*v1,M*v2)==transpose(adj(M))*cross(v1,v2)!=M*cross(v1,v2)<br />
Actually there will be equality iff M is special orthogonal.</p>
<p>Or maybe you wanted to do something else, and I totally misunderstood you?</p>
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	<item>
		<title>By: admin</title>
		<link>http://www.gamerendering.com/2008/09/25/rendering-normals-in-screen-space/comment-page-1/#comment-39</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 20 Jan 2009 00:01:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=25#comment-39</guid>
		<description>This solution does not work with normal mapping if that&#039;s what your asking for? 

You can read about varying variables here if that&#039;s what your wondering about.
&lt;a href=&quot;http://www.lighthouse3d.com/opengl/glsl/index.php?varying&quot; rel=&quot;nofollow&quot;&gt;http://www.lighthouse3d.com/opengl/glsl/index.php?varying&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>This solution does not work with normal mapping if that&#8217;s what your asking for? </p>
<p>You can read about varying variables here if that&#8217;s what your wondering about.<br />
<a href="http://www.lighthouse3d.com/opengl/glsl/index.php?varying" rel="nofollow">http://www.lighthouse3d.com/opengl/glsl/index.php?varying</a></p>
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	<item>
		<title>By: Matt</title>
		<link>http://www.gamerendering.com/2008/09/25/rendering-normals-in-screen-space/comment-page-1/#comment-38</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Mon, 19 Jan 2009 23:48:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamerendering.com/?p=25#comment-38</guid>
		<description>How are the &#039;varying&#039; variables dealt with? There are normally a different number of fragments to vertices, so how does the pipeline know what the value of (in the above case) &#039;normal&#039; is?</description>
		<content:encoded><![CDATA[<p>How are the &#8216;varying&#8217; variables dealt with? There are normally a different number of fragments to vertices, so how does the pipeline know what the value of (in the above case) &#8216;normal&#8217; is?</p>
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