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07-03-2003, 01:16 AM
Is there any technic, that make highlight using standart lights only?

Relic
07-03-2003, 02:13 AM
Highlights like in specular highlights?
Yes, look at the manual for glMaterial and glLight.
For example set the material's and light's specular color to white and the material's shininess parameter to 40 to get a plastic look.

07-03-2003, 04:08 AM
Originally posted by Relic:
Highlights like in specular highlights?
Yes, look at the manual for glMaterial and glLight.
For example set the material's and light's specular color to white and the material's shininess parameter to 40 to get a plastic look.


Well, I have Textured Wall consists of 2 triangles. I want specular hihglighting on this wall. I use normalizing& per vertex normal, but the light is not highly spotted in the wall. Should i have only increase count of triangles for highly spotting on this wall? Or maybe is onother reason?

errno
07-03-2003, 05:44 AM
in order to have proper lighting, you can:
- increase triangles count. the simpliest way but the geometry cost is very important.

- do per pixel lighting. not very hard but if you plan to use other effects which use multitexturing, you'll be limited by hardware (maybe multipass is the solution).

- use lightmaps. the hardest way since you have to compute the lightmap.