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From: Frank C <li...@si...> - 2004-04-06 00:35:29
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On 5-Apr-04, at 12:20 PM, James W. Walker wrote: > On Apr 4, 2004, at 11:50 PM, Frank C wrote: > >> 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. > > In the current design, all the transparent triangles are saved in a > buffer and drawn at the end of the rendering pass. There is no > indication of whether Phong illumination was on or off when a > particular triangle was added to the buffer, though it wouldn't be > difficult to add that. I think it would be necessary to add that distinction, otherwise it would break expected behaviour when using Lambert or null shaders on transparent geometry. Frank. |