I am trying to break into the shader world but am running into a problem.
Everything I draw is relative to the screen.
In my LWJGL I am translating and rotating the world based upon camera location (which will move), then object location (which may move) before drawing. This works fine for Immediate mode or Display Lists, even for VBOs without shaders. However if I pass this info to the shader, I lose the eye location and everything draws in absolute coords relative to the screen.
I saw a few posts about passing the matrix to the shader directly, however I couldn’t get it to work. I couldn’t get OpenGL to pass anything to the shaders (couldn’t get the command to even compile) and of course nothing was received by the shader except what was in the VBOs.
How do I draw vertexes relative to the camera position, not the screen?