Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Thu, 20 Mar 1997 21:07:52 +0000
It's the GL which is the problem here.
To add the specular highlight after texture modulation you must
render a second untextured pass with a black material and
a (one, one) blendfunction, and polygon offset to avoid zfighting.
As you can surmise, this type of approach can be expensive.
The OpenGL ARB is currently exploring extensions to the API
which may improve this situation on future implementations.
I've been working on multipass shaders in Performer recently so
if you want performer draw callbacks for the above email me and
I can supply some code.
Cheers,Angus.
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