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.
Any clue on how one might do it using vertex coloring?
If say your doing your own lighting and ending it to GL.
--
Email: chrisd at plaidworld dot com
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