Does anyone know any good way for realizing a better lightning-algorythm than the orig. grouraud-shading, support by OpenGL ?
IŽlike to use phong- or perpixel-lightning, but until now i donŽt have found any good explanation for coding this. All stuff i found was mostly unreadable and ver slow !
If anyone has a sourcecode for one of these algorythms, please send it to me !
DjSnow



If you don't have the fill-rate to support 26 passes, though, it's gonna crawl. The look of the demo may be "ripped off", but the technique implementing it is certainly not.