Re: [Algorithms] Per-pixel specular with an arbitrary exponent
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From: Nenakhov S. <as...@kr...> - 2003-01-07 20:11:43
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Hi Here is an article that describes how to simulate arbitrary specular power (works on ps.1.1 hardware) http://www.gamasutra.com/features/20020801/beaudoin_01.htm Regards, Sergey 07.01.2003 16:19:24, "Joris Mans" <jor...@pa...> wrote: >Hi > >I ve been doing some per pixel bump mapping on GeForce3 in opengl and I >was wondering if any of you had any alternatives to this: > >When rendering the lighting, I used texture-shader based bumpmapping so >we could have any specular power function we wanted,but as it seems, >this is quite slow. When however moving all per-pixel work to the >pixelshader you loose the possibility to use high exponents on the >specular map. >Now, I saw some thread about the "doom" way of doing things (or the >supposed doom way ;)) where you render a into specular texture target >the result of N.H, and use that texture to do a dependent texture read. >Now, my question is, is this faster than using the texture shader way? >Sure the computations involved cost less, but how about the sum of all >parts (passes ;) ), doesn't it get slower in the end because you are >rendering a scene multiple times? And arent there precision issues at >the edges of objects in screenspace when using buffers like this? > > >Joris > > > >------------------------------------------------------- >This SF.NET email is sponsored by: >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! >http://www.vasoftware.com >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > |