# HG changeset patch # User Alfonse # Date 1320438340 25200 # Node ID e1c1b3d6d1155a8252722e01bdfe292f56327746 # Parent 4bd71f7bdf56e2f58d79c2ae059b08a29e6b54c4 Last mesh space coorection, hopefully. diff --git a/Documents/Illumination/Tutorial 09.xml b/Documents/Illumination/Tutorial 09.xml --- a/Documents/Illumination/Tutorial 09.xml +++ b/Documents/Illumination/Tutorial 09.xml @@ -227,11 +227,11 @@ Normals have many properties that positions do. Normals are vector directions, so like position vectors, they exist in a certain coordinate system. It is usually a good idea to have the normals for your vertices be in the same coordinate system as - the positions in those vertices. So that means mesh space. - This also means that normals must be transformed from mesh space to another space. - That other space needs to be the same space that the lighting direction is in; - otherwise, the two vectors cannot be compared. One might think that world space is a - fine choice. After all, the light direction is already defined in world + the positions in those vertices. So that means model space. + This also means that normals must be transformed from model space to another + space. That other space needs to be the same space that the lighting direction is + in; otherwise, the two vectors cannot be compared. One might think that world space + is a fine choice. After all, the light direction is already defined in world space. You certainly could use world space to do lighting. However, for our purposes, we will use camera space. The reason for this is partially illustrative: in later @@ -251,7 +251,7 @@ the normal position transform), we: - Transform the normal from mesh space to camera space using the + Transform the normal from model space to camera space using the model-to-camera transformation matrix.