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Article #56

"Do It Yourself" lighting with OpenGL

#56
From: Daniel Ludwig
Date: Wed, 12 May 1999 00:00
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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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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>
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Organization: Chemnitz University of Technology, GER
Newsgroups: comp.graphics.api.opengl,3dfx.opengl
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