Jump to content

  • Log In with Google      Sign In   
  • Create Account


Shading, specifically GL_PHONG_WIN


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
3 replies to this topic

#1 doodah2001   Members   -  Reputation: 122

Like
Likes
Like

Posted 19 November 2001 - 12:14 PM

Ok, so I was surfing the net and came across the extension GL_PHONG_WIN used like glShadeModel(GL_PHONG_WIN). I had three shadings, flat, smooth, and phong. I saw absolutely no differance between the smooth and phong shading when I included lights and everything and was wondering if anybody else has ever used phong shading like this. Do you notice a differance? I''ve implemented it on the teapot, and sphere with the sphere having different tesselations. I also implemented in on a cube. Just curious. Thanks. Mat

Sponsor:

#2 Serge K   Members   -  Reputation: 154

Like
Likes
Like

Posted 21 November 2001 - 09:02 PM

Actually, this extension was never implemented.

btw, before you can use any OpenGL extension, you must to check if it''s available at all...

OpenGL Developer FAQ : How can I find which extensions are supported?

#3 Fruny   Moderators   -  Reputation: 1653

Like
Likes
Like

Posted 22 November 2001 - 02:35 AM

In OpenGL "Smooth shading" actually IS Phong shading.

#4 MButchers   Members   -  Reputation: 123

Like
Likes
Like

Posted 22 November 2001 - 03:09 AM

In OpenGL "Smooth shading" actually IS Phong shading.

I''m Affraid not, its gouraud shading






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