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From: Joseph J. S. <jo...@st...> - 2004-06-16 14:02:41
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At 2:38 AM +0100 6/16/04, Dair Grant wrote: > >....or do your own lighting, which is impossible with Quesa at the >>moment... > >It's perfectly possibly - you just need to write a plug-in renderer. :-) > >The current IR tries to push as much work down towards OpenGL as >possible, as doing your own lighting takes you off any HW T&L path. I'm not sure that Frank's point was caught here. In OpenGL, and in QD3D, he "does his own lighting" by applying vertex colors to textured TriMeshes. The color applied at each vertex as calculated based on the lights in the scene; these are lights in the application's internal description of the scene only and are NOT lights known to the rendering engine at all. This is clearly using the hardware texture & lighting, except that it's not actually using the lighting portion -- it's faking it with vertex coloring. >Which isn't to say that a different lighting model wouldn't be useful, >but the best way to do it nowadays would be to use a vertex shader that >would allow you to plug your own model in/use QD3D's model as desired. But we're supposed to be binary compatible with QD3D; this is something QD3D can do, and is clearly not incompatible with OpenGL, so shouldn't Quesa's IR behave the same way? Best, - Joe -- ,------------------------------------------------------------------. | Joseph J. Strout Check out the Mac Web Directory: | | jo...@st... http://www.macwebdir.com/ | `------------------------------------------------------------------' |