// Retrieve the eye point in local coords
osg::Matrix m;
m.invert(renderInfo.getState()->getModelViewMatrix());
- SGVec3f eyePoint(m.preMult(osg::Vec3(0, 0, 0)));
+ SGVec3f eyePoint(toSG(m.preMult(osg::Vec3(0, 0, 0))));
// paint the points
for (unsigned i = 0; i < _lights.size(); ++i)
{
osg::BoundingBox bb;
for (unsigned i = 0; i < _lights.size(); ++i)
- bb.expandBy(_lights[i].position.osg());
+ bb.expandBy(toOsg(_lights[i].position));
// blow up to avoid being victim to small feature culling ...
bb.expandBy(bb._min - osg::Vec3(1, 1, 1));