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Grey2000

ÊQuake3 Specular Lighting

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Does anyone happen to know how the Quake3 engine render''s it''s Specular Lighting? What is the process that it does to calculate how it should look, or at least an equivlant of that process.

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There are two effects. The environment map a texture over some things, this makes it look "shiny". I also see a alphaGen Specular in the shaders, I believe what this does is fade a texture in or out (an all white texture perhaps), based on the angle of the face to the viewer.

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