Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 28 May 1996 17:43:09 +0100
The 'color' attributes of a geoset determine the colour of the
geometry when no lighting is being performed.
Where the PFEN_LIGHTING state is enabled the 'color' attributes will modify
specific material properties based on the pfMtlColorMode of the material.
Rgds,
Angus.
On May 28, 4:58pm, Tomas Moller wrote:
> Subject: Color at Surface Vertices
> Hello Performers!
>
> 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
>
> --
>
> =======================================================================
> List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer.html
> Submissions: info-performer++at++sgi.com
> Admin. requests: info-performer-request++at++sgi.com
>-- End of excerpt from Tomas Moller
--
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie++at++reading.sgi.com
=======================================================================
List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer.html
Submissions: info-performer++at++sgi.com
Admin. requests: info-performer-request++at++sgi.com
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:52:55 PDT