On 8/12/10 11:35 , Alden Peterson wrote:
> However this results in only one lighting condition being applied to the 
> entire
> square/ground.  I would like to allow lighting to be variable across the 
> surface - ie
> if I have a spotlight on the surface, the entire ground will light up in the 
> same color
> instead of having a gradient across it (as if the ground was subdivided into 
> many
> polygons with their own lighting calculations).

Do your constraints allow the use of fragment shaders for per-pixel lighting?  
It's much
more efficient than creating highly tesselated geometry just to achieve smooth 
lighting.

/ulrich
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