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Re: Brightness of light from distance

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Brightness of light from distance
From: Frank Condello <developer at chaoticbox dot com>
Date: Sat, 23 Jul 2005 20:02:53 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BF07BCAC dot E2D4%larsjensen at rcn dot com> <416823B0-8EDB-4BDD-ACE8-4F9E31F50F69 at chaoticbox dot com> <p06200707bf0871a72124 at [192 dot 168 dot 50 dot 118]> <A890A919-30AF-432B-8FC5-6352EAFCA935 at chaoticbox dot com> <p0620070abf0885a5d09b at [192 dot 168 dot 50 dot 118]>
On 23-Jul-05, at 7:40 PM, Chris Dillman wrote:

Hey frank can normal GL lights over saturated textures etc?
Making them go towards the umm bright white instead of fully lit?

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?

GL_EXT_separate_specular_color won't work in that case but two passes/ combiners should work just fine - just turn off texturing for the lighting pass.

Frank.
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