OpenGL engine thingie - Phong specular lighting, but it's not correct...?

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Published on ● Video Link: https://www.youtube.com/watch?v=aMhWzJYmtmM



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I'm not sure what I'm doing wrong here. The specular highlights seem to be rotating weirdly even though the light position is fixed. I think something similar has been happening to my diffuse lighting as well, it's more apparent when I use cubes with their hard edges instead of teapots.

Edit: I got it corrected, see https://www.youtube.com/watch?v=7J75BdPOkFo for results. Apparently I was forgetting to transform the object vertices from model space to, uh, world, and then view space? I guess that matters for the lighting calculations.