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From: Frank C <li...@si...> - 2004-04-05 06:50:49
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On 5-Apr-04, at 12:53 AM, James W. Walker wrote: > On Mar 28, 2004, at 1:11 AM, Frank C wrote: > >> It could be that the specular highlights you see in old builds may be >> an errant state left over from some solid geometry, rather than >> specular settings specific to the transparent geometry. > > I think you're right. Apparently Quesa doesn't really have any > provision for specular highlights on transparent material. I found a > hint about how to do it: > <http://www.opengl.org/resources/faq/technical/ > transparency.htm#blen0030> > > I now have some code that renders shiny transparent stuff fairly > nicely, but I wonder whether it should be an option, since there is a > cost. In a quick test in Geom Test, the frame rate went from about > 355 FPS down to 325 FPS when I added the extra shininess processing. > I could make it a renderer option, like the depth of the depth buffer. > Opinions, anyone? Is a global switch really necessary? Quesa/QD3D already allows you to control Phong shading per-group, so it's already possible to turn off specularity on a per-object basis (regardless if they're transparent or not). You could also use the specular colour as a hint, and turn off the extra processing when it's pure black, since the end result would be the same. Frank. |