What steps will reproduce the problem?
1. Change the specular colour in the ADSGouraud cpp program (eg to red)
2. Run
What is the expected output? What do you see instead?
Specular highlight is white.
Please provide any additional information below.
Simple fix - the vertex shader doesn't actually use the specular uniform
Change line 51 of ADSGouraud.vp from:
vVaryingColor.rgb += vec3(fSpec, fSpec, fSpec);
to:
vVaryingColor.rgb += fSpec * specularColor.rgb;
(This typo is also in the listing in the book)
Original issue reported on code.google.com by daniel.l...@gmail.com on 26 Nov 2010 at 10:35
Original issue reported on code.google.com by
daniel.l...@gmail.com
on 26 Nov 2010 at 10:35