Jump to content

  • Log In with Google      Sign In   
  • Create Account

Lighting untextured polygons


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
2 replies to this topic

#1 gram   Members   -  Reputation: 104

Like
0Likes
Like

Posted 12 January 2012 - 11:00 PM

When I light an untextured polygon, the polygon takes on the color of the light without regard to its own color. Is there a way to prevent this from happening, e.g., lighting a green quad with a red light results in an orange quad?

Sponsor:

#2 V-man   Members   -  Reputation: 805

Like
0Likes
Like

Posted 13 January 2012 - 07:05 AM

Can you show some code?
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

#3 Relfos   Members   -  Reputation: 329

Like
1Likes
Like

Posted 13 January 2012 - 08:38 AM

It depends how you are defining the polygon color. If you are using the glColor functions, those only work if lighting is disabled.
To change the color used for lighting you have to define a material, with the glMaterial functions.




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS