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Article #55Re: "Do It Yourself" lighting with OpenGL
From: Angus Dorbie
Date: Wed, 12 May 1999 00:00
Date: Wed, 12 May 1999 00:00
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There's the post texture specular highlight in OpenGL 1.2 which may be there as an extension before 1.2. This holds off on the addition of all lighting specular terms until after the texture environment. Cheers,Angus. Daniel Ludwig wrote: > > Hi, > > I'm currently using OpenGL for rasterization only, doing my > own transformations, lighting & clipping calculations. Now > to my question: is it possible to set up OpenGL to compute > the resulting frame buffer color using this formula: > > color = texture RGB * iterated RGB + iterated Alpha > (using iterated Alpha as monochrome specular component) > > I've done this already with Glide, and AFAIK it's also possible > with Direct3D, but is it possible _without_ using OpenGL's > internal lighting pipeline? > > I think I could "emulate" this equation using alpha blending > and multi-pass rendering, but this would cost performance. > > Thanks, > Daniel -- "Microsoft's system was like a forest that hadn't had a controlled burn in decades, just waiting for one person with a match to turn it into a disaster. Melissa was Microsoft's fault. They left their system wide open to this sort of abuse, they knew it could happen and did nothing." -- Bruce Perens For advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/
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X-Google-Language: ENGLISH,ASCII-7-bit X-Google-Thread: f65bb,361d3216fb7a626f X-Google-Attributes: gidf65bb,public X-Google-Thread: 100291,361d3216fb7a626f X-Google-Attributes: gid100291,public From: Angus Dorbie <dorbie@sgi.com> Subject: Re: "Do It Yourself" lighting with OpenGL Date: 1999/05/12 Message-ID: <3739E233.90B7E1BA@sgi.com> X-Deja-AN: 477144082 Content-Transfer-Encoding: 7bit References: <7hbarc$t1r$1@narses.hrz.tu-chemnitz.de> Organization: Silicon Graphics Content-Type: text/plain; charset=us-ascii Mime-Version: 1.0 Newsgroups: comp.graphics.api.opengl,3dfx.opengl