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Lutz

Per-Pixel Specular Lighting

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Hey! I''d like to do specular lighting on a not-that-fine meshed sphere. When I use standard (per vertex) specular lighting, the result looks bad. What I could possibly do is to use vertex/fragment programs to really compute per-pixel specular lighting. But I don''t want to do that, since I have a GeForce 2 with no fragment shaders. Is there a possibility to fake per-pixel specular lighting by maybe cleverly using some light map?

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You could try using a cube map with the specular lobe rendered into one of the faces. Use a texture matrix (or a vertex shader) to rotate the vertex normals into the cube map space, taking into account the orientation of the light to the surface.

If you see what I mean.

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I think you can reach exponential factor 16 with NV_RC. For anything more you''ll need multipass. Or you could use cube map or even sphere map to fake it.

You should never let your fears become the boundaries of your dreams.

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