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| Advanced Shader Programming: Diffuse & Specular Lighting with Pixel Shaders |
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![]() aftermath Banned Member since: 3/9/2001 |
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| *finaly* |
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![]() wolf XNA/DirectX MVP Member since: 1/8/2000 From: Carlsbad, CA, United States |
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| I got a bunch of e-mails regarding this article and I am currently preparing a new article that will cover all suggested improvements in a few example programs. As usual I appreciate any e-mails, comments etc. - Wolf [edited by - wolf on November 13, 2002 5:31:22 PM] |
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![]() Anonymous Poster |
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| Hey, Wolf, this is bit off topic, but have you heard of Wolfgang Stasser? He is HOD at Tubingen (sp.) in Germany. He came to visit our University in South Africa. He Rocks! Just wondering. Now, the question: In D3D its realy easy to do loghting the fixed function way, with 4 lights easliy posible. For Per-Pixel lighting, it seams to be very difficult to get over 2 lights, without accessing 2 many textures. Is this true? What if u only want the surface to be lit properly, (As in low poly models), but dont need all the fancy Bump mapping and gloss stuff? Anyway, I have to Sleep. (Germany ROCKS! - Might come to do my masters there) David de Bruyn - SA - Rhodes University |
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