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Shining

Started by November 01, 2003 10:44 PM
4 comments, last by Sean_Berry 21 years, 4 months ago
I have some yellow colored triangles that I want to SHINE! SHINE OH SHINE! But I"m lame and can''t figure out how to do it. Anyone know? Thanks, Sean Berry
By shine, do you mean project light onto something else? In that case, simply place a light where each triangle is. If you mean to be reflective, environment mapping and specular lighting are worth looking into. (Environment mapping is generally more convincing)

EDIT: By the way, very amusing topic body.

[edited by - coWsaRenOtevIl on November 1, 2003 12:13:54 AM]
-~-The Cow of Darkness-~-
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If you mean glow you should check out the blending tutorial at nehe''s. Just put the triangle on top of itself a different amount of times and you should be able to find the right effect.
if (!understand) ask;
Specular Lighting and Environment Mapping? Whoa. Where is some information about those topics? I browsed through the tutorials and none of them said, "Specular Lighting" and so on. That doesn''t mean those two concepts aren''t in there, but I sure don''t know.

Blending? How would that make them shine? I mean shine as in reflect light. Oh wait maybe I should check out the reflection tutorial.

Thanks,
Sean Berry
Then you properbly mean specular highlights (cowsarenotevil already mentioned that). But if you want a single Triangle (3 vertices) to be lit reflective you should look into per-pixel lighting and fragment/pixel shaders which is a fairly advanced topic
Anyway, here are some links for you:

http://www.ronfrazier.net/apparition/index.asp?appmain=research/per_pixel_lighting.html
http://www.ronfrazier.net/apparition/index.asp?appmain=research/per_pixel_lighting.html
http://www.cgshaders.com
http://developer.nvidia.com
There are two types of environment mapping, sphere mapping and cube mapping. Actually no, there are probably other types (OCTAHEDRON MAPPING!!`! ) or you could do it with the actual scene... but anyway, NeHe covers sphere mapping, which is aften easier to impliment, but is slightly more challenging to get accurate maps with.

As for per-pixel specular lighting, specular lighting in itself doesn''t impress me, so it can''t be that much better on the pixel level. Per-pixel environment mapping would probably work too, but there''s really no reason for it...

-~-The Cow of Darkness-~-

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