Bart wrote:Ian: Check out my update on Jan. 30, 2012 here.
My lighting equation is definitely wrong. I basically do this (ignoring specular and spot lighting):
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light_intensity = polygon_modulation_color * (sun_factor * viewport_sun_intensity + viewport_ambient_intensity)
final_fragment_color = fragment_color * light_intensity
...
The default provides an ambient lighting of 0.5 and a sun intensity of 0.5. These values should not add to more than 1.0 or be negative.
Batman2509 wrote:Viewable improvements in Sega Rally 2, but sadly the Sound is corrupt at least since r274....
hope that will be fixed again....
Please Keep on the good work!
Ian wrote:The real3d dev guide says this.The default provides an ambient lighting of 0.5 and a sun intensity of 0.5. These values should not add to more than 1.0 or be negative.
So I assume clamping is correct.
Ian wrote:I don't know. It looks right for some games and maybe wrong for others.
I had a brief look at a real model 3 arcade daytona video and it definitely had specular. Which in itself is strange because there is absolutely no reference to specular lighting in the devguide.
Specular I would assume is always additive.
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