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Re: OpenGL Lighting

by Wolfgang Draxinger <wdraxinger@[EMAIL PROTECTED] > Aug 20, 2008 at 12:17 AM

fungus wrote:

> The "right" way is to calculate the lighting yourself, either
> on the main CPU or in a vertex shader.
> 
> OpenGL lighting was never designed for anything more than
> simple jobs (as you're finding out....)

I should point out, that while OpenGL's default fixed pipeline
offers only a simple Gouraud lighting model, it is perfectly
possible to replace that with any lighting model you like by
applying a custom shader. The nice thing is, that you can use
the OpenGL state machine variables (i.e. the stuff you set with
glLight<fd>[v](...)) as control parameters for the shader.

So you can replace the whole lighting model of an existing
application by merely uploading some shader code upon
initialisation.

Wolfgang Draxinger
-- 
E-Mail address works, Jabber: hexarith@[EMAIL PROTECTED]
 ICQ: 134682867
 




 9 Posts in Topic:
OpenGL Lighting
mchristyuk <mark.chris  2008-08-18 12:11:01 
Re: OpenGL Lighting
Wolfgang Draxinger <wd  2008-08-18 21:57:31 
Re: OpenGL Lighting
John Tsiombikas <nucle  2008-08-19 07:58:04 
Re: OpenGL Lighting
Wolfgang Draxinger <wd  2008-08-19 12:08:51 
Re: OpenGL Lighting
John Tsiombikas <nucle  2008-08-19 17:11:34 
Re: OpenGL Lighting
mchristyuk <mark.chris  2008-08-18 13:20:49 
Re: OpenGL Lighting
fungus <openglMYSOCKS@  2008-08-19 13:03:42 
Re: OpenGL Lighting
Wolfgang Draxinger <wd  2008-08-20 00:17:18 
Re: OpenGL Lighting
mchristyuk <mark.chris  2008-08-20 02:20:58 

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