On Mon, Mar 16, 2009 at 11:48 AM, Ron Jensen wrote:
> Shouldn't ambient color be set scene wide? From an artistic point of
> view I can see setting it on a per-material basis, but for a simulation
> environment that controls the direct lighting already it makes sense to
> give the ambient color over to the environment.
Actually no.
For each surface there are ambient, diffuse, specular, and emissive
properties. These define the surface properties.
For each light souce there are also ambient, diffuse, specular, and and
emissive components. This defines the nature of the light that is cast on
the surface.
OpenGL combines the light source properties and the surface material
properties to produce the actual visible color of the surface that is
reflected back to the viewer.
So it is correct to define the ambient, diffuse, specular, and emissive
properties of the model surfaces. The environment defines the corresponding
values for the light that illuminates the surface. OpenGl computes the
correct color that is reflected back for each pixel.
Regards,
Curt.
--
Curtis Olson: http://baron.flightgear.org/~curt/
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