Jump to content
  • Advertisement
Sign in to follow this  

Specular Mapping in the Lighting Equation

This topic is 3868 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 was wondering what is the correct lighting equation for use with specular mapping ? I'm using something like this but the specularity doesn't seem to be too correct :
 AmbientLight * DiffuseTexture
+DiffuseLight * DiffuseTexture
+SpecularLight* SpecularTexture.r;
Also, where's the best place to compute the half angle ? vertex or pixel shader ? [Edited by - cippyboy on March 19, 2008 8:04:28 AM]

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!