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Ketzal

OpenGL Bright lights in OpenGL

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Maybe I just haven''t read the docs as I would but, is there a way to have a REALLY BRIGHT light using OpenGL''s lighting facility or the only way to achieve this it to set each vertex color manually? I tried using GL_SPECULAR with (1.0,1.0,1.0,1.0) and GL_DIFUSSE with (1.0,1.0,1.0,1.0), but the brightest color it produces is just the texture''s original colors, just a little brighter, (at first I used only two lights, then three, but the only one that changes is the diffuse color, not the highlight) Can anyone help?

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Your texture will not get much of a highlight with the normal GL specular but the separate specular extension will get the job done. A little demo, information and links from ATI http://www.ati.com/na/pages/resource_centre/dev_rel/sdk/RadeonSDK/Html/Samples/OpenGL/RadeonSeparateSpecular.html

I think that most cards supports this extension.

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I don''t think the lighting values are clamped. I''m not sure if it is standard, but using 10.0, 10.0, 10.0, 10.0 instead of all 1.0s makes a bright light on a GeForce 2 GTS pro.

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if u use texenv modulate, things will only darken. to brighten use modulate2 or add

http://members.xoom.com/myBollux

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quote:
Original post by Krippy2k
I don''t think the lighting values are clamped. I''m not sure if it is standard, but using 10.0, 10.0, 10.0, 10.0 instead of all 1.0s makes a bright light on a GeForce 2 GTS pro.




It also does that on my Voodoo. Since it''s not in an extention it might be standard.

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Nope. Using any values above 1.0, 1.0, 1.0, 1.0 effectively defeats lighting on my TNT2 M64 (textures are presented on its original colors).

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which is as bright as its gonna get with modulate. as i said above try add

http://members.xoom.com/myBollux

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Hmmm... Well I just noticed that it actually doesn''t get any brighter than the texture color that way. Apparently the reason I was thinkin it was getting brighter was because when I use all 1.0s for an ambient light it is full brightness when I am turned 1 direction, then when I rotate 180 degrees it dims to about half brightness? lol. I didn''t notice before that it changed when I moved that way.

If I set everything to 10.0s it doesn''t change when I move so it is always full brightness. Wierd stuff.

I''m interested now. lol

What do you mean by add or modulate2?

The only texenv functions that I see are GL_MODULATE, GL_BLEND and GL_DECAL ??

There is a GL_ADD but it is regarding the accumulation buffer.

??


THanks
Krippy

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