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About PhillipClark

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  1. Downloaded Asheron's Call. This is some weird stuff, man. 1999.
  2. Elizabeth Bailey and I just ordered an N64 with 7 games, ZOMG time to enjoy old times.
  3. Wow, those posts are way over my head inpus.pos is in world space (transformed in vertex shader), but the light_vector is just raw input, no transformations. Is that correct? Here are the lighting equations I'm using, from the book "Mathematics for 3D Game Programming and Computer Graphics": [eqn]\mathcal{K}_{diffuse} = \mathcal{DA} + \mathcal{D}(\sum_{i=1}^{n}\mathcal{C}_{i}max(\mathbf{N}\bigodot\mathbf{L}_{i},0))[/eqn] D = diffuse reflection color A = ambient intensity (should this be a float or a float3?) C = light attenuation * light_color N = surface normal L = normalized light vector [eqn]\mathcal{K}_{specular} = \mathcal{S}(\sum_{i=1}^{n}\mathcal{C}_{i}max( \mathbf{R} \bigodot \mathbf{V}_{i}, 0 )^m ( \mathbf{N} \bigodot \mathbf{L} > 0 ) )[/eqn] S = specular reflection color C = light attenuation * light_color R = 2*( N dot L )*N - L V = camera vector m = specular exponent N = surface normal L = normalized light vector Here is the dropbox link to the model: https://www.dropbox....pl6jls/kit2.obj
  4. So my light color, which is currently ( 1.0f, 1.0f, 1.0f ), needs to be something like ( 100.0f, 100.0f, 100.0f )? I tried this but it is still the same result. I am apparently missing some of the logic here. I'm not sure what you are talking about dividing by PI. I haven't seen any diffuse/specular calculations that use PI, unless you're talking about the actual physical model, not the real time phong model. I guess I should have specified Also my light position is at ( 5, 5, -5 ) so it's not a crazy distance away or anything. I have it coded so that I can move the light around so I should be able to move it close enough. I got the 3d model a while ago so I have no clue where it is online but I can upload it somewhere for you (no texture, just v/vn obj file). What's a good free upload place? Update: I can only get it to light the object if make the equation attenuation = 1.0f / ( d*d*0.00000075 ) or making the light color something ridiculous like ( 999999, 9999999, 99999999 ) but that's kind of silly, there has to be a better way right? Also, using that, I can't get the light to completely "fall off" no matter how far I move it away from the object.
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