-
We use eye-based "fake" light vectors in `czm_phong` to keep abstract objects always lit. For example, sensor cones are not physical objects that you can see in the real world, so we want them to be …
-
Для сцены в виде горизонтальной плоскости на которой расположен объект с повершинными нормалями из аттача (pos = (0, 0, 0)) необходимо реализовать:освещение двумя способами, с возможностью перекл…
-
Phong shading is difficult to do in software. We'd get much better looking results by simply calculating lighting values for each vertex (using interpolated normal vectors, which we have). We'd lose d…
maci0 updated
11 years ago
-
Issue with [line 20](https://github.com/NeuralSandwich/graphics-programming/blob/5676c216c1f6f3d9da8042d0517cc4b9d6e5d4b4/src/phong.vert#L17-L21) (commit 5676c216c1f6f3d9da8042d0517cc4b9d6e5d4b4) of p…
-
There seems to be consenus that lighting computations have to be performed in linear space, i.e. gamma-coded values being compensated for/linearized.
http://http.developer.nvidia.com/GPUGems3/gpugems…
-
Cook Torrance has it's benefits to implement transparency later
ref: http://www.gamedev.ru/code/articles/Cook-Torrance
-
Hi,
i have a problem with lighting a normal mapped plane with more than one light.
I use a simple plane with a phong material apllied including a normal map:
``` javascript
var material = new THREE.…
-
@Davhed modified the gouraud and phong materials to be relatively general-purpose awhile back. Some of the older materials can probably be removed if they are redundant.
- `DiffuseMaterial` -> `Gourau…
-
http://imageupload.org/en/file/218846/sc20120419-184452.png.html
Here is the image on Galaxy S1, on S2 is it good.
ghost updated
11 years ago
-
In OpenGL 1.1, we can do something like:
```
const GLfloat color4f[]= {1.0f,0.0f,0.0f,1.0f};
glLightfv(GL_LIGHT0, GL_SPECULAR, color4f );
```
Which sets a specular color on the light that's multipli…