Re: Specular Reflection

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Angus Dorbie (angus++at++division.co.uk)
Tue, 9 May 1995 17:25:10 +0100


> The current maximum shininess is 128.0 and gives a bit too large a diameter of
> a reflection. Is there any way to shrink the reflection smaller.
>
> The application we are using this for is specular reflection in the IR. We
can
> calculate what exitance (color) and want hardware to calculate which facets
to
> illuminate. The problem is that the reflection angle is too big even at the
> maximum shininess (128.0) setting.
>
> Any suggestions?

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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