   (solved) Light source appears shifted off correct position
  Hi, I've attempted to search for this but it's not too obvious what string to search for.I draw a sun via a textured quad which faces the camera (sprite style) with:glGetFloatv (GL_MODELVIEW_MATRIX, matrix);matrix[0] = matrix[5] = matrix[10] = matrix[11] = 1.0f;matrix[1] = matrix[2] = matrix[3] = matrix[4] = 0.0f;matrix[6] = matrix[7] = matrix[8] = matrix[9] = 0.0f;glLoadMatrixf (matrix);But compared to the specular lighting, the sun appears to be in the wrong position- slightly to the right.  This also happens with my shadow volumes, where the shadow is cast in apparently the wrong direction.As this happens to different effects I'm presuming the light source is not being drew at the correct position.What might I be doing wrong?*edit*Ok solved this, seems I wasn't taking the objects position in to account like I thought...all calculations were being applied to the origin (0)Kinda rookie mistake, overlooking the obvious.[Edited by - jezham on January 22, 2008 4:03:42 PM]