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committed e1c1b3d

Last mesh space coorection, hopefully.

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# File Documents/Illumination/Tutorial 09.xml

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`             <para>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.</para>`
`-            <para>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.</para>`
`+            <para>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.</para>`
`             <para>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`
`                 the normal position transform), we:</para>`
`             <orderedlist>`
`                 <listitem>`
`-                    <para>Transform the normal from mesh space to camera space using the`
`+                    <para>Transform the normal from model space to camera space using the`
`                         model-to-camera transformation matrix.</para>`
`                 </listitem>`
`                 <listitem>`