OpenGL engine thingie - specular highlights, no view matrix multiplication now
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Published on ● Video Link: https://www.youtube.com/watch?v=viiO7TAROSg
In the last video I was transforming the fragment position to be used by lighting calculations by the view matrix as well as the model matrix. This is what made specular highlights move on the object's surface as I rotated the camera on the same position, which is incorrect. However, there's another error now, wherein specular highlights are shown in the shaded side of the object's surface.