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Graphics Opengl Lighting Question Stack Overflow

C Opengl Concept Question Stack Overflow Pdf Shader Texture
C Opengl Concept Question Stack Overflow Pdf Shader Texture

C Opengl Concept Question Stack Overflow Pdf Shader Texture Lighting contours isn't going to do much good, but you could use fog or manually set the line colors based on distance (or even altitude) to give a depth effect. 1 for suggesting fog, but 1, because specifying per vertex normals will actually work just fine for line strips. In older versions of opengl there were things like: gllight ( ) the modern way of doing lighting is passing light source parameters manually to the shader in vao s? or uniforms? why are these things decrepated? and if i have 100 light sources in the scene, i obviously can't compute lighting with all of them.

Graphics Opengl Lighting Question Stack Overflow
Graphics Opengl Lighting Question Stack Overflow

Graphics Opengl Lighting Question Stack Overflow As you understood, basic opengl hardware lighting does not scale well with the number of lights. typically games udes precomputed lighting for the whole static scene, applied as texture mapping. for dynamic objects, only the nearest n lights are taken in account (each object can have its own lights). Opengl (open graphics library) is a graphics standard and api which is platform independent and available for desktop, workstation and mobile devices. it is designed to provide hardware accelerated rendering, and hence gives greatly improved performance over traditional software rendering. I am given to understand that by using the modern type of opengl, with shaders etc, i could specify the lighting more or less exactly as i would like. but i am trying to find out whether the model described above is achievable in the old fashioned opengl. I'm having trouble being able to see objects i've created when i have enabled lighting in opengl. i have an object that is imported from 3d max that the lighting works correctly on but the rest of my scene does not. i know that i need to specify normals but this hasn't seemed to have helped.

3d Opengl Lighting Issue Stack Overflow
3d Opengl Lighting Issue Stack Overflow

3d Opengl Lighting Issue Stack Overflow I am given to understand that by using the modern type of opengl, with shaders etc, i could specify the lighting more or less exactly as i would like. but i am trying to find out whether the model described above is achievable in the old fashioned opengl. I'm having trouble being able to see objects i've created when i have enabled lighting in opengl. i have an object that is imported from 3d max that the lighting works correctly on but the rest of my scene does not. i know that i need to specify normals but this hasn't seemed to have helped. I am rendering a sphere centered at z=0 with lighting, and the specular component appears as to be calculated as if the eye were infinity far back. see image below, in which the light only has a red specular component, no diffuse or other parameters. I'm doing particle based fluid simulation and am right now rendering the fluid as really tiny polygonized spheres (by really tiny i'm saying about 0.03 units radius for the spheres). the lighting in my scene isn't lighting them how i want and i can't get it to look right. The call is setting the position of the light, therefore when it is directional it is taken to be the direction that the light is coming from. take a look at the reply to: opengl.org discussion boards showthread 159448 why the last element of light position means for further more advanced explanation. I am using opengl 1.1 glteximage2d to load a hardcoded array of intensity values (that represents the image of a letter) into a texture. a minimum reproducible example of the code used to do this is.

C Opengl Lighting Struggles Stack Overflow
C Opengl Lighting Struggles Stack Overflow

C Opengl Lighting Struggles Stack Overflow I am rendering a sphere centered at z=0 with lighting, and the specular component appears as to be calculated as if the eye were infinity far back. see image below, in which the light only has a red specular component, no diffuse or other parameters. I'm doing particle based fluid simulation and am right now rendering the fluid as really tiny polygonized spheres (by really tiny i'm saying about 0.03 units radius for the spheres). the lighting in my scene isn't lighting them how i want and i can't get it to look right. The call is setting the position of the light, therefore when it is directional it is taken to be the direction that the light is coming from. take a look at the reply to: opengl.org discussion boards showthread 159448 why the last element of light position means for further more advanced explanation. I am using opengl 1.1 glteximage2d to load a hardcoded array of intensity values (that represents the image of a letter) into a texture. a minimum reproducible example of the code used to do this is.

C Opengl Lighting Normal Fail Stack Overflow
C Opengl Lighting Normal Fail Stack Overflow

C Opengl Lighting Normal Fail Stack Overflow The call is setting the position of the light, therefore when it is directional it is taken to be the direction that the light is coming from. take a look at the reply to: opengl.org discussion boards showthread 159448 why the last element of light position means for further more advanced explanation. I am using opengl 1.1 glteximage2d to load a hardcoded array of intensity values (that represents the image of a letter) into a texture. a minimum reproducible example of the code used to do this is.

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