jackmack
03-01-2005, 04:40 AM
Hi !
I have a problem with speheremapping in combination with materials.
I use spheremapping to get a good reflection of the surface like the finish of a car. It works great.
But the color of the surface is not fix. It's possible to change the color like blue-, red-, silver-finish.
This is done by a material. It works also great.
The sphere map is always the same.
I use glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
to do that.
There are also some other parts in the scene like tires, glasses, ... which are not spheremapped (in real life they do not reflect so strong like cars finish!).
Ok, I use an other material for these parts and indicate them for non-spheremapping. Great .
The really problem is the light source !!!
I must decrease values for ambient, diffuse and specular of the light. Otherwise the spheremapped parts are over-illuminated. This causes a lower-illumination
of all other not spheremapped parts. They appear too dark.
What should I do ? Enabling more light sources, one for spheremapping illumination and one for other is not good for performance.
Many Thanks
Last question: Is there an other mechanism like spheremapping to get car-finish reflections (no use of extensions and works on cheap graphics cards) ?
I have a problem with speheremapping in combination with materials.
I use spheremapping to get a good reflection of the surface like the finish of a car. It works great.
But the color of the surface is not fix. It's possible to change the color like blue-, red-, silver-finish.
This is done by a material. It works also great.
The sphere map is always the same.
I use glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
to do that.
There are also some other parts in the scene like tires, glasses, ... which are not spheremapped (in real life they do not reflect so strong like cars finish!).
Ok, I use an other material for these parts and indicate them for non-spheremapping. Great .
The really problem is the light source !!!
I must decrease values for ambient, diffuse and specular of the light. Otherwise the spheremapped parts are over-illuminated. This causes a lower-illumination
of all other not spheremapped parts. They appear too dark.
What should I do ? Enabling more light sources, one for spheremapping illumination and one for other is not good for performance.
Many Thanks
Last question: Is there an other mechanism like spheremapping to get car-finish reflections (no use of extensions and works on cheap graphics cards) ?