Article View: comp.graphics.api.opengl
Article #56"Do It Yourself" lighting with OpenGL
From: Daniel Ludwig
Date: Wed, 12 May 1999 00:00
Date: Wed, 12 May 1999 00:00
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1238 bytes
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
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X-Google-Language: ENGLISH,ASCII-7-bit X-Google-Thread: 100291,361d3216fb7a626f,start X-Google-Attributes: gid100291,public X-Google-Thread: f65bb,361d3216fb7a626f,start X-Google-Attributes: gidf65bb,public From: "Daniel Ludwig" <dlu@_nospam_.informatik.tu-chemnitz.de> Subject: "Do It Yourself" lighting with OpenGL Date: 1999/05/12 Message-ID: <7hbarc$t1r$1@narses.hrz.tu-chemnitz.de> X-Deja-AN: 476928119 Organization: Chemnitz University of Technology, GER Newsgroups: comp.graphics.api.opengl,3dfx.opengl X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3