>Delivered-To: [EMAIL PROTECTED]
>MIME-Version: 1.0
>Date: Thu, 21 Jun 2001 18:13:45 +0200
>From: Joachim Diepstraten <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Shading differences between OpenGL and DirectX versions
>To: [EMAIL PROTECTED]
>
>Ehlo
>
>> model perfectly shining, the OpenGL version seems not to be affected for the
>> specular light (the scene contains two one ambient and two directional
>> lights ).
>
>> Is this behavior a bug? How can I manage to get the same behavior between
>No that's actually a limitation in OGL if I remember correct. Specular
>terms don't work on textures. Do overcome this in OGL you have to use a
>two pass method.
>

  That's right. In v1.3 opengl extension:

GL_EXT_separate_specular_color

is used (if support) to solve this.

- Kelvin
---------------
Java 3D Team
Sun Microsystems Inc.

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