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mr_coolio
02-07-2003, 01:08 AM
I've got this model which I've textured, and it looks ok with lighting disabled. Next thing is to light the model. I actually know already how bright each polygon needs to be, so there's no necessity to specify light source and normals.

Can I tell GL how bright each polygon is meant to be directly or do I need to establish a lighting framework?

kawasakis900
02-07-2003, 01:53 AM
hi.

if you would like to use lighting then it's IMERATIVE that you supply normals (if i am not mistaken). if you don't feel comfortable with this then it's a good chance to start. but, if you are determined not to use normals, the only solution i can think of is to add a light map to your object and blend it with the object's texture using multitexturing.

mr_coolio
02-07-2003, 02:15 AM
I think I can specify ambient light only, and then set the material properties to be variously reflective. The question is, do I want to do
glEnable(GL_COLOR_MATERIAL);
glColor3f(-,-,-);

or will this remove the texturing?

Mazy
02-07-2003, 02:46 AM
if you dont need the opengl lightin( you calculate the light yourself) then just use glColorf(r,g,b); and turn off lighting.

mr_coolio
02-10-2003, 02:44 AM
Originally posted by Mazy:
if you dont need the opengl lightin( you calculate the light yourself) then just use glColorf(r,g,b); and turn off lighting.


oooh! that's great. How does gl blend the glColor with the colour of the texture then?