Timothy Moore (moore++at++wolfenet.com)
Wed, 22 Jan 1997 17:32:00 -0800 (PST)
On Wed, 22 Jan 1997, Angus Dorbie wrote:
..snip..
>
> Yep, you can experience some shading discontinuities across
> channels but this is really the result of the same effect.
I think we may be getting an artifact related to this on our sky polygons
with a multichannel configuration.
what color is used for the clipped point when gouraud shading is used?
>
> But the worseness is even more worser than the worsening you
> mention :-). If you have lighting calculations they
> move around as a result of the clipping and can produce obvious
> anomalies, especially if you have specular materials.
>
eek. I'm glad my sky polygons aren't lit!
Do these artifacts occur in OpenGL? I thought that the spec required
shading and lighting calculations be done using the unclipped
vertices.
Tim
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