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Edit mesh - go to Blinn-Phong texturing and tint the color. The face that is being edited will turn white or nearly white till the mesh gets out of Edit Mode. Precise tinting is difficult as it's impo…
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Maps (especially lighting) can look quite different depending on who compiled it. We should have some kind of reference or standard for map compiling parameters that are ideal for modern PCs and playe…
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Sunlight/Moonlight anything to do with the current environmental sky lighting no longer causes this reflection shown in my uploaded example.
![blinn-phong-example](https://github.com/secondlife/view…
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Add shadows of particles which will display on the wall.
Add specular reflections and complete phong lighting model
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When compiling and linking the attached shaders using these commands:
```
glslangValidator -G phong.vert.glsl -o phong.vert.spv
glslangValidator -G phong.frag.glsl -o phong.frag.spv
spirv-link pho…
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The Lambert and Phong shaders calculate lighting per-vertex. This results in poor lighting for meshes with low vertex density. There really is no need for this on modern hardware.
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This comes from a shader mod from Gamebanana:
https://gamebanana.com/mods/36761
and Here's a quote from the moder itself:
"Just to clear up any miscommunication with the name of this mod, this …
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It appears that the lighting model in the shaders is based off of the phong lighting that Unity had at the time The Lab Renderer was created. Unity now has the more physically correct GGX lighting whi…
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Using GLSL to create basic lighting effect:
- Ambient
- Diffuse (Lambertian illumination model)
- Specular (Phong illumination model)
- Attenuation
- Combine with Texture.
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Create a Sample Project Implementing:
- [ ] Scene Graph
- [ ] Model Importing
- [ ] Asset Baking Utility
- [ ] Texture Mapping
- [ ] Cubemaps
- [ ] Blinn-Phong Lighting
- [ ] Memory Usage Statisti…