Angus Dorbie (angus++at++division.co.uk)
Tue, 9 May 1995 17:25:10 +0100
If you have distant light sources then you could try
using an environment map texgen(TG_SPHEREMAP) with the specular
highlight painted on the environment texture, but moving the light
relative to the eye is _expensive_.
The other thing to watch is that you have localviewer product vector
calculation enabled in the lighting model, without this highlights
on some surfaces could appear artificially large (and in the wrong
place), even infinitely large with distant lights and flat surfaces.
I'd even be tempted to try values greater than 128.0 but I've never
tried this and I'm sure someone will say it's a _really_ bad idea :)
Just some suggestions,
Angus.
-- Angus Dorbie Division Ltd, Software Engineer 19 Apex Court, Tel: (01454)615554 Woodlands, Fax: (01454)615532 Bristol BS12 4JT, angus++at++division.co.uk UK
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