>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. =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
