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how to make a textured poly really bright?

Started by September 11, 2000 12:45 PM
4 comments, last by wolfman8k 24 years, 2 months ago
I know I can use glColor3f(r,g,b); To tint a textured poly a specific color. But the brightest I can make it is (1, 1, 1) which is the color of the original poly. How can I make it even brighter, like almost white? Thanks, wolfman8k
1,1,1 is the most white you can get,

but, you can simulate HEAVY brightness by drawing a blended square (white) ... the most alpha will be, the most bright it will look like
(you can find me on IRC : #opengl on undernet)
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You could also add a spotlight or specular light... set reflectance of the material high and there you have it.
S.
Along with specular or diffuse lighting, you can also specify that a polygon ''emit light'' with GL_EMISSION.

Example:
glMaterialfv(GL_FRONT, GL_EMISSION, array_of_vales_for_emission);

Ben.


quote: Original post by wolfman8k

I know I can use

glColor3f(r,g,b);

To tint a textured poly a specific color. But the brightest I can make it is (1, 1, 1) which is the color of the original poly. How can I make it even brighter, like almost white?

Thanks,
wolfman8k


Aren''t these settings bad for your FPS?
What''s the fastest method to do this a anyway?

you could use emission, or if it''s simple geometry, you might want to try disabling the lighting for that object altogether. this will guarantee that the object is as bright as the color you specify, no matter what angle. however, no details can be added, because disabling lighting will only catch the silouhette of the object. i use this technique for special effects like sparks.

a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k

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