
light_intensity = polygon_modulation_color * (sun_factor * viewport_sun_intensity + viewport_ambient_intensity)
final_fragment_color = fragment_color * light_intensity
light_intensity = (material emission) + (global ambient)*(material ambient) + [(light ambient)*(material ambient) + (max{L.N, 0})*(light diffuse)*(material diffuse) + (max{H.N,0}) *(light specular)*(material specular) ]
Ian wrote:Which part, about the specular?
I really haven't got around to looking at it yet. But I guessed that the bit in the header that you guessed was the specular bit might not actually be the specular bit. My gut says this because the road in Sega rally isn't supposed to be shinny ?
'Ian wrote:If 0x800000000 in header[0] is specular .. it seems a weird place to put it, given the fact the rest of DWORD all the data is vertex related. But you maybe correct. Again this is it my gut speaking
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