<div dir="ltr">Marlin,<div>This might work:</div><div><br></div><div>vec3 normalWorld = mat3(osg_ViewMatrixInverse) * gl_NormalMatrix * gl_Normal;</div><div><br></div><div>But like Robert says, world coordinates on the GPU will lead to precision loss, so only do it if you are content with a low-precision result.</div><div><br clear="all"><div><div dir="ltr" class="gmail_signature" data-smartmail="gmail_signature"><div class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr"><div>Glenn Waldron</div></div></div></div></div></div><br></div><br><div class="gmail_quote"><div dir="ltr">On Wed, Jul 11, 2018 at 9:34 AM Rowley, Marlin R <<a href="mailto:marlin.r.rowley@lmco.com">marlin.r.rowley@lmco.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">





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<p class="MsoNormal">I have a world space vertex computed as follows:<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">WorldVertex = osg_ViewMatrixInverse * gl_ModelViewMatrix * aVertex;<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">I would like to get the world space normal from this vertex.  Is there an equivalent osg_* matrix that does the same thing?<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">I tried this:<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">NormalWorld = gl_NormalMatrix * gl_Normal;  <u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">But I know that is only putting the normal in view space.<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#1f497d">----------------------------------------<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#1f497d">Marlin Rowley<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#1f497d">Software Engineer, Staff<u></u><u></u></span></p>
<p class="MsoNormal"><img width="156" height="40" style="width:1.625in;height:.4166in" id="m_-4251815879523918795Picture_x0020_1" src="cid:image001.jpg@01D418ED.163BF190" alt="cid:image002.jpg@01D39374.DEC5A2E0"><span style="font-size:10.0pt;font-family:"Times New Roman",serif;color:#1f497d"><u></u><u></u></span></p>
<p class="MsoNormal"><i><span style="font-size:12.0pt;font-family:"Times New Roman",serif;color:#1f497d">Missiles and Fire Control</span></i><span style="color:#1f497d"><u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#1f497d">972-603-1931 (office)<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif;color:#1f497d">214-926-0622 (mobile)<u></u><u></u></span></p>
<p class="MsoNormal"><span style="font-size:10.0pt;font-family:"Arial",sans-serif"><a href="mailto:marlin.r.rowley@lmco.com" target="_blank"><span style="color:#0563c1">marlin.r.rowley@lmco.com</span></a></span><u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
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