Tomas Moller (tompa++at++prost24.prosolvia.se)
Tue, 28 May 1996 16:58:36 -0600
I have a problem with understanding how the color at avertex is computed. The
OpenGL Programming guide describes in "Mathematics of Lightning" how the
ambient, diffuse, specular and emission components are used. I thought this was
what Performer do too, but it seems to me that the color at the vertices also
influences the final color. I guess that the color mode of the pfMaterial also
plays.
My question is: how do I compute the color at a vertex given the vertex and its
normal, the material, the color at the vertex and all lightsources? What is the
difference between the Performer- and OpenGL-lightning equation?
Thanks!
/Tomas
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