Hello,
I have a question about the section in the OpenGL Redbook that is titled “The Mathematics of Lighting”. In this section they show the calculation for the specular component of a light to be as follows:
(max {s · n, 0})shininess * specularlight * specularmaterial
Did they forget to put a * inbetween max of the dot product of s & n and the shininess variable to show that the values are multiplied? I noticed that for the diffuse calculation the max is multiplied by the material and diffuse light values. Is it the same for this and they just forgot to put in the *, or does this mean something else? I just want to be sure because I’m going to need to use this calculation.
Thanks