Remi Arnaud (arnaud++at++pobox.oleane.com)
Thu, 11 May 1995 11:15:31 +0000
The problem is coming from the fact that maximum specular rendering (with a
value of 128) is done by doing gouraud shading with the near vertices of the
vertex which is the most illuminated. So if you have a rough tessellation of
your shape, even with a shininess of 128, the reflection on your shape will
be too large.
Try to tessellate your shape more precisely if you can.
Of course, this will have a cost on the number of faces to be rendered, but
you get nothing for nothing.
Philippe Poutignat
Thomson Training & Simulation SA
ZA Les Boutries
78703 Conflans Sainte Honorine
FRANCE
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