On 23-Jul-05, at 6:15 PM, Chris Dillman wrote:
On 23-Jul-05, at 9:21 AM, Lars Jensen wrote:
I thought I read somewhere that Quesa cuts off illumination after
a certain
distance or below a certain threshold or something. But that
might just be
me on drugs.
It may have in the past but that doesn't appear to be the case in
the current release. The interactive renderer scales the light
colour by the brightness and sends that to OpenGL. Lights brighter
than 100% are simply over-saturated.
Hey frank can normal GL lights over saturated textures etc?
Making them go towards the umm bright white instead of fully lit?
Cause I have been wondering how some engines do that.
Depends on the effect you're looking for...
Using GL_EXT_separate_specular_color you can add a specular highlight
after the texture in a single pass, which in effect saturates the
texture, but you can fake it with a separate specular pass that uses
additive blending. You can also do lighting entirely as a separate
pass using a blendfunc of (GL_DST_COLOR, GL_SRC_COLOR) which will
brighten/saturate light values and filter dark values. This should be
possible in one pass with multitexture/combiners as well.
Frank.
–––––––––––––––––––––––––––––––––
Open Source RB Goodies and Shareware
<http://developer.chaoticbox.com/>
<http://www.chaoticbox.com/>
–––––––––––––––––––––––––––––––––
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
|