OpenGL vertex lighting question [renamed]
Hello,
I changed my previous question to this:
Given:
-OpenGL Standard Lighting
-1 enabled point light with ambient=diffuse, no specular
-one object
-no global ambient lighting
1. Render the object as usual
2. Render in 2 passes
1st:
light's diffuse set to zero
2nd:
enable blending (GL_FUNC_ADD, GL_ONE, GL_ONE)
restore light's diffuse color
set light's ambient color to zero
Shouldn't the output be the same? In Method 1 diffuse and ambient are added per vertex. Method 2 does it in the frame buffer. Why is the output of Method 2 much brighter than method 1?
Thanks a lot.
Markus
[Edited by - muhkuh on December 2, 2005 6:00:32 AM]
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