Well it's more cg/math but still also a wee bit openGL so I'll try asking it here.

I know it's possible to get the camera position in objectspace from the matrix that transform from object to worldspace in my shaders. (ergo the modelview matrix)

Does anyone know a nice elegant way to do this ?

I have an explenation but I don't completely understand it, it says:

- take value 11,12 and 13 from the modelview matrix (this is the translation component)

- take the opposite of those values

and then.. "the inverse transformation is the dot product of the rows of the matrix.."

this last part confuses me.