On Sat, 2010-11-20 at 11:59 +1100, Russell Shaw wrote: > If fewer polygons are used but with decent shading, the main effect > is that the silhouette has a few visible corners. That wouldn't matter > much for resistors. > > http://en.wikipedia.org/wiki/Gouraud_shading > http://en.wikipedia.org/wiki/Phong_shading
FWIW, my resistors were shaded with a crude Blinn-Phong pixel shader. (Simplified by having the viewer and light at infinity). (I think!) That was basically what fell out of me doing bump mapping, albeit very inefficiently. I probably ought to use the vertex shader to compute the texture space basis vectors rather than CPU. -- Peter Clifton Electrical Engineering Division, Engineering Department, University of Cambridge, 9, JJ Thomson Avenue, Cambridge CB3 0FA Tel: +44 (0)7729 980173 - (No signal in the lab!) Tel: +44 (0)1223 748328 - (Shared lab phone, ask for me) _______________________________________________ geda-user mailing list [email protected] http://www.seul.org/cgi-bin/mailman/listinfo/geda-user

