Angus Dorbie (dorbie++at++sgi.com)
Tue, 09 Jun 1998 11:37:36 -0700
Well, let's rule out fragment blending which is another subject but the
issues w.r.t. lighting and texture environment are very closely coupled.
I'm not just saying that we need to change the lighting equation but we
need to change the way texture interacts with lighting. Note that all
texturing is currently post lighting. But for example (at least
conceptually)
you want to move some of the texturing to a point before all the
lighting
terms are summed to give some control over the which lighting terms are
affected by texture and which aren't.
This is obviously not orthogonal to texture environments.
I was observing also that for most applications some modification in
this
area is a much higher priority than an additional texture environment.
> > What's needed is something more powerfull than half a dozen pre canned
> > texture environments, but that requires another look at the glTexEnv.
> >
Cheers,Angus.
-- "Only the mediocre are always at their best." -- Jean GiraudouxFor advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/ ======================================================================= List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/ Submissions: info-performer++at++sgi.com Admin. requests: info-performer-request++at++sgi.com
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