[Bf-committers] Very old game engine issue with Quad lamps

Kester Maddock Christopher.Maddock.1 at uni.massey.ac.nz
Sat Dec 4 06:53:43 CET 2004


Hi Alexander,

Yes, the specular is still per vertex.

The current engine does specular after texture (ie col = diffuse*texture + 
specular) whereas 2.25 did it before texture (ie col = (diffuse + specular) * 
texture )

If you want per pixel lighting, GLSL shaders are supported in tuhopuu2.

Kester

On Saturday 04 December 2004 17:50, Alexander Ewering wrote:
> On Sat, 4 Dec 2004, Kester Maddock wrote:
> > Hi Alexander,
> >
> > The lighting has changed since 2.25 (I assume this is for bug #1957 ?):
> >
> > 1. 2.25 game engine does not handle quadratic attenuation.
> > 2. Neither does the 3d view.  (Except in 'fastshade' mode which is lit in
> > software)
> > 3. The renderer's attenuation function is incompatible with OpenGL's
> > attenuation function. (Or I forgot to carry a 1 somewhere...)
> > 4. 2.25 did not do specular lighting correctly.  (Per vertex specular
> > lighting is ugly if the mesh is not tesselated enough.)
>
> Hi Kester,
>
> I just removed the comment signs from the place you mentioned in
> drawview.c, and hooray - the lighting is correct in the 3d view now.
>
> You mentioned that "per vertex specular lighting is ugly if the mesh is not
> tesselated enough" - yes, I perfectly agree. However, unless I'm missing
> something, specular lighting is still only done per-vertex.
>
> Make a Plane, make a light, same layer, set plane to "Light", add a
> Material, rotate the 3d view around - the specularity only distributes
> among the two triangles, unless i heavily subdivide the plane.
>
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
>
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