Jump to content
  • Advertisement
Sign in to follow this  
b3rs3rk

per pixel specular light

This topic is 5020 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

i've used the code in the Article 20# on Nehe's site in my engine (dot3 bump map) , and works fine, but it applies only diffuse light. How should i set the opengl extensions in order to get also specular light? is it possible to do this in only one rendering pass ?

Share this post


Link to post
Share on other sites
Advertisement
Well, it once again depends on the HW you are targeting. If you are using just TenEnv/Dot3 then I doubt you can get high enough specular exponent in one pass to be worth it. But it can be done using NV_RC/ATI_TS with somehow low exponent (16, maybe 32 if you sacrafise something else). On any more powerfull HW (using ARB_FP or GLSL) implemeting specular is a no-brainer :).

Share this post


Link to post
Share on other sites
Read the excellent bump mapping article at NVIDIA which explains everything from math equations of bump mapping to register combiner implementation.
It's one of the best papers you can ever find on the Web : clear, complete, and source code included !
But you are warned, it's not a very easy paper. You need to have some math background as well as OpenGL programming.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!