zghib / jmonkeyengine

Automatically exported from code.google.com/p/jmonkeyengine
0 stars 0 forks source link

Integrate reflection/refraction shader with phong lighting #62

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
NOTE: 
Issue #60 http://code.google.com/p/jmonkeyengine/issues/detail?id=60
Must be resolved before this issue. 

The refraction/reflection shader (cube_texture) provides a representation
of lighting, as well as the phong lighting shader (phong_lighting). Both of
these should be merged into a single unified shader where the functionality
of the diffuse or specular component can be configured to either use a
environment map or the local light configuration. 

Original issue reported on code.google.com by ShadowIs...@gmail.com on 24 Jun 2009 at 11:39

GoogleCodeExporter commented 8 years ago

Original comment by ShadowIs...@gmail.com on 18 Jul 2009 at 4:03

GoogleCodeExporter commented 8 years ago

Original comment by e.so...@gmail.com on 25 Mar 2010 at 8:39

GoogleCodeExporter commented 8 years ago

Original comment by e.so...@gmail.com on 25 Mar 2010 at 8:48

GoogleCodeExporter commented 8 years ago
Thanks to Remy for pushing this one out

Original comment by ShadowIs...@gmail.com on 19 Mar 2011 at 5:09