   [DirectX 10] Lighting in view-space
  Hows is lighting calculating done in view-space? I just know how to do it in world-space...I know that I have to transform light and pixel position to view-space but I dont know what to do with normals and light direction, etc   
  Transform the normals and light direction into view space as well! You would normally want to do all calculations in the same space. The advantage of viewspace is that the view direction is fixed, but you will need everything to be in viewspace for it to work.   ;  So isnt it more expensive than world space lighting? Because we also have to transform light position and direction to view space...In order to transform normals to view-space I just need to multiply normals and tangents by the world-view matrix instead of world matrix and then do the same calculations I do in world space bump mapping right?   ;  Nope, otherwise no different. Good way to think of it is changing your game units from meters to kilometers-- you'll have to scale your measurements so they all match up right, but the distance formulae, etc. don't change :)EDIT: Perf-wise things are a little more complex. If you can change your source data so that you can reduce conversions, that's certainly going to amortize the cost. The big win with view-space shading is the added precision boost.   ;Nope, otherwise no different. Good way to think of it is changing your game units from meters to kilometers-- you'll have to scale your measurements so they all match up right, but the distance formulae, etc. don't change EDIT: Perf-wise things are a little more complex. If you can change your source data so that you can reduce conversions, that's certainly going to amortize the cost. The big win with view-space shading is the added precision boost.The cost should be the same, up drop the normals to two channels and start having to reconstruct Z from sqrt(x*x+y*y) in the pixel shader.   World space is certainly easier to debug however.   