   world matrix
  Just to be clear if I take the inverse of the modelviewmatrix it should give me the world space matrix right? Would it be right to say I I use gluLookAt to get the matrix that it sets up which I assume is in modelview space then take its inverse to get the world space? I ask this as it seems when you do mirror/reflection shader you should feed in the world space of the camera into the shader for correct results.   
Quote:Original post by AsemJust to be clear if I take the inverse of the modelviewmatrix it should give me the world space matrix right? No, it will be the inverse modelview matrix. The modelview matrix is composed of two seperate matrices:1) the camera transform. This is inverted because you can't actually move the camera, so instead have to transform the world in the opposite direction (i.e. transform the scene by the inverse camera matrix).2) The world space transform for the geometry you are rendering. Quote:Original post by AsemWould it be right to say I I use gluLookAt to get the matrix that it sets up which I assume is in modelview space then take its inverse to get the world space? If no other transforms are present (i.e. you've done loadIdentity(), then gluLookAt) then the modelview matrix at that time will be the inverse camera matrix.   