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From: James W. <ja...@fr...> - 2007-04-27 20:45:16
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Roger Holmes wrote: > On 27 Apr, 2007, at 13:45, Jose' Cruanyes wrote: >> this parameter controls how big is the reflection light spot on the >> figure. >> >> in GL it goes from >> >> 0 (no spot (because too big) and hence rough and hence not reflecting) >> to >> 128 (pointy spot, hence polish hence reflecting) > > Is it the other way round perhaps? No, it is not the other way around, but it is a bit more complicated, because specular color is also involved. In OpenGL it is more accurate to say that you get a non-reflecting surface by setting the specular color to black, never mind the value of GL_SHININESS. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |