Can someone please explain how the MTransNormal() function works? I'm
implementing a ray tracer but I am getting strange reflections when I apply
non-uniform transformations to spheres. I guess this is because of how I am
applying transformations to normals when transforming from object space
(containing an origin centered unit sphere) to world space. And I suspect
this seperate function is the key to solving my problems... but I just
can't quite make sense of it all yet. Is this why the function is
different??? Am I even on the right track? (I know, I know: I need to brush
up on my matrix math big-time.)
Cheers in advance!
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