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WhatEver
01-15-2003, 12:05 PM
Right now OpenGL can do per vertex lighting for you. Will OpenGL 2.0 do per pixel lighting for you using the same set of functions?

By using the existing functions you can get a pretty realistic lighting effect, but of course if you want to get down and dirty you could override the default shaders with your own just like you can right now.

[This message has been edited by WhatEver (edited 01-15-2003).]

SirKnight
01-15-2003, 12:31 PM
Originally posted by WhatEver:
Right now OpenGL can do per vertex lighting for you. Will OpenGL 2.0 do per vertex lighting for you using the same set of functions?

By using the existing functions you can get a pretty realistic lighting effect, but of course if you want to get down and dirty you could override the default shaders with your own just like you can right now.


That would be kind of nifty but I doubt OpenGL 2.0 will have "built-in" per-pixel lighting controlled the same way as lighting built-in OpenGL right now. Since the shader languages is about the biggest thing (to me anyway) in OpenGL 2.0, we can just do the lighting there. The cool thing is we can probably do the same in OpenGL 2.0 as we can now using ARB_vertex_programs and whatever fragment shading or texture combining techniques and setup the shaders for per-pixel lighting and still use the OpenGL lighting functions that normally work on a per-vertex basis to control the per pixel lights. But maybe OpenGL 2.0 will come with perpixel shaders written for us and we can just "plug them in" so to speak and use the standard OpenGL lighting funcs to use our per-pixel lights.

-SirKnight