Trucation in color computation

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Scott Herod (herod++at++aspen.evt.com)
Fri, 30 Jul 1999 09:51:03 -0600


Is it reasonable to believe that the truncation of illumination
values occurs differently on different hardware in OpenGL/Performer?

  One of our demo artist recently showed me an example of two
scenes which look significantly different on an MXE OCTANE and
ONYX IR. Based on values of colors and lights that she had set
I can only guess that on the MXE illumination is essentially
computed as I = MIN( Light_Color * Object_Color, 1 ) while on
the IR illumination is I = MIN( Light_Color, 1) * MIN( Object_Color, 1).

  Is that possible?

Thanks,

Scott Herod
scott++at++evt.com


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