Jump to content
  • Advertisement
Sign in to follow this  

Specular Effect on a Textured Face

This topic is 3259 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

Hi I am trying to create a shinning effect on a texture plan using OGL but all my trials have not been successful yet. When the plan is not texture i get a nice white spot on it reflecting the light and giving the glossy effect. But when i texture it i do not get that effect. How can i achieve it? These are my light settings
static const GLfloat lightDiffuseLamp[]   = { .8f, .8f, .8f, 1.f };
static const GLfloat lightSpecularLamp[]  = { 1.f, 1.f, 1.f, 1.f};
static const GLfloat lightPositionLamp[]  = { 1.0f, 1.f, 1.f, 1.f };
// Set up lamp.
glEnable( GL_LIGHTING );  
glLightfv( GL_LIGHT0, GL_DIFFUSE,  lightDiffuseLamp );
glLightfv( GL_LIGHT0, GL_SPECULAR, lightSpecularLamp );
glLightfv( GL_LIGHT0, GL_POSITION, lightPositionLamp );
glEnable( GL_LIGHT0 );
These are my texture settings
glGenTextures( 1, &iTexturesID[ECenterImg] );	
glBindTexture( GL_TEXTURE_2D, iTexturesID[ECenterImg] );
glTexImage2D(  GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)texPtr );
These are the material settings:
static GLfloat objDiffuseWhite[]  = { 1.f, 1.f, 1.f, 1.f};
static GLfloat objSpecularWhite[] = { 1.f, 1.f, 1.f, 1.f };

glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR,  objSpecularWhite);
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE,  objDiffuseWhite);
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS,  128.0f);
Many thanks in advance AF

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!