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CitiZen X
02-12-2000, 04:26 PM
Is it standard for specular hilights with textures to not work right, or is it that implementations of opengl do not want to support correct specular hilights with texture mapping?

Its a very annoying to set up your specular hilights correctly and then to put a texture on your object to find out the specular gets screwed up. Now it seems I am going to have to put specular highlighting on a transparent layer, does that sound like the only solution? (If I am going to do that maybe I should even go ahead and try doing per-texel lighting as well http://www.opengl.org/discussion_boards/ubb/smile.gif)

cass
02-12-2000, 05:56 PM
Yes, correct specular color requires a separate pass in vanilla OpenGL. The extension below solves this problem.
http://oss.sgi.com/projects/ogl-sample/registry/EXT/separate_specular_color.txt

CitiZen X
02-13-2000, 02:41 PM
Thanks, I looked it up and implemented it, unfortunetly my video card doesn't support it, so I don't know if it really works, alternatively I set up the code to support drawing the specular of an object by redrawing the object black and using additive blending, and it looks much much better http://www.opengl.org/discussion_boards/ubb/smile.gif...